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No 20 November 1984 


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ADVENTURES of 

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“THE ADVENTURES OF INDIANA JONES, game elements and character names and likenesses are trademarks of Lucasfilm Ltd. used under authorization. c 1984 Lucasfilm Ltd. All Rights Reserved. 
DUNGEONS & DRAGONS and PRODUCTS OF YOUR IMAGINATION are trademarks owned by TSR, Inc. c 1984 TSR, Inc. All Rights Reserved. 







Editorial 


Module designers don’t always get the 
credit they deserve. Sometimes letters 
arrive here at TSR, addressed to no-one in 
particular, saying that ‘I like your new 
module Z11 ’, or I think F19 is brilliant , 
but it’s rare for the writer to be singled out 
for individual praise — with the possible 
exception of Gary Gygax, of course! 

For those of you who haven’t seen one yet, 
TSR UK are responsible for a series of 
AD8cD game modules — carrying the UK 
number. These are put together by the lads 
of our Product Development department, 
who occupy the top floor of our prestige 
offices in Cambridge. Many of you will 
have played the two-part series UK2 8c 
UK3, written by Graeme Morris (illus¬ 
trated above), but for those that haven’t, 
the module in the centre of this magazine 
will serve as an introduction to the 
combined talents of GM, Phil Gallagher 
and Jim Bambra. We’re not saying British 
is best, but.... 

Jfc Paul Cockburn 



Clerics are People Too, by Paul Vernon 

Some thoughts on playing this difficult character class. 2 

Alignment, Personality & Philosophy-Religion 

Encouraging alignment role-playing, by Lew Pulsipher .6 

As God is My Witness, by Graeme Davis 

The Judicium Dei in Medieval Europe.10 


PELINORE — the IMAGINE™ magazine Campaign World 
THIS MONTH: A Travelling Circus hits the City League .,12 

Prince of Thieves, by Richard W Lee 

Compelling fiction from the underworld.18 

Nearer, my God..., by Chris Felton 
Clerical specialisation in the AD&D® game .22 

The Necklace of Lilith, by Phil Gallagher 

A special clerics module designed to introduce new spells.25 

New Clerical Spells, by Gary Gygax and Len Lakofka 

Official additions to the clerical manifesto .32 

New Flail Types, by Graeme Davis 

New weapons with multi-system stats.35 

Looking for an Edge, by Carl Sargent 

Examining the clerics and edged weapons controversy.36 

Notices — recent game releases examined by independent reviewers.38 

Illuminations, news from the world of gaming.43 

Dispel Confusion, RPG rules questions answered .39 

Chain Mail, by Brian Creese 

By popular request, a further elaboration of the En Garde! game .45 

Game Company, Clubs & Events 46 

Rubic of Moggedon 46 

Fantasy Media, by Colin Greenland 

The latest on books, films and videos.47 

Letters.48 

VOP, by Ian Gibbs.49 

Dialog, by Lew Pulsipher.50 

Stirge Corner, by Roger Musson .51 

Soapbox — The hobby forum; 

this month's contributor Graham Staplehurst.52 

Press Clippings — full fanzine review coverage.52 

Turnbull Talking.54 

Phalanx, by Robin Grenville-Evans.55 


.IMAGINE magazine. No 20, November 1984. 

.Published by TSR UK Ltd. Publisher Don Turnbull. 

.Editor Keith Thomson. Assistant Editor Paul Cockburn. 

Editorial Assistant Kim Daniel. Features Assistant Mike Brunton ... 

.Art Phil Kaye. Advertising Lesley Hudson-Jessop 

.News Doug Cowie. 

.. This month's contributing artists: Robin Grenville Evans, Paul Ruiz, 
Brian Williams, Ian Gibbs, Pete Young, Marcus Boas 
.Cover AC Spec 2 by Alan Craddock. 


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IMAGINE magazine, November 1984 


1 





























































































by Paul Vernon 

Of all the AD&D character classes the cleric is 
generally the one least utilised and most badly 
played. The main reason for this is that clerics d 
not fit particularly comfortably into the medieval/ 
fantasy background of most AD&D campaigns. 

Whereas fighters can model themselveson Conan or Fafhrd, 
magic userson Gandalf or Merlin, and thieveson Grey Mouser 
or Bilbo, there are no great characters of letjend or fantasy 
literature to whom the players of clerics can look for 
inspiration, which makes the class particularly difficult to play. 

In many games, a cleric is taken along as a sort of walking 
medical kit and detection device, for it is widely recognised that 
in this role clerics add considerably to a party's chances 
survival. Clerical benefits are often bestowed on party 
members indiscriminately, with no thought to differences in 
alignment or outlook, which can iead to clerics actively aiding 
causes to which they are supposed to be strongly opposed! If 
merely being in the same party is enough to guarantee a 
cleric's aid, the cleric tends to become a rather colourless party 
appendage instead of a character in his or her own right. To 
prevent this, a cleric's outlook, motives and goals must be 
firmly outlined, preferably before any adventuring begins. 


2 


IMAGINE magazine, November 1984 




















































































An individual clerical character's moti¬ 
vation will differ greatly from that of any 
other character class, and indeed from 
most other clerics. Whereas a fighter may 
be preparing for the establishment of his 
own freehold, and a thief may be looking 
forward to the day when the local 
guildmaster can be ousted, a cleric's one 
overriding concern will be service to the 
deity worshipped and furtherance of the 
OneTrue Faith, ^//actions will be viewed 
from this standpoint and all decisions 
weighed in the balance. The cleric's 
personal needs and aspirations, and 
those of other party members, will always 
be of secondary importance. Even the 
cleric's life is of no value if sacrificing it 
would further the deity's aims more than 
if the cleric merely continued to survive. 

The gods are so powerful that any 
direct confrontation between them would 
result in universal destruction. To prevent 
this occurring, the gods' battles are 
fought on the Prime Material Plane by 
their servants, and clerics are their 
deities' standard bearers in the fray. The 
power of the gods is proportional to the 
number of worshippers they enjoy, so the 
cleric's most important tasks will be 
defending and nurturing the Faithful in 
areas where the deity is worshipped and 
increasing the number of worshippers 
whenever and wherever possible. 

Secondly, clerics will endeavour to 
encourage and foster those values and 
aspects of the world the deity finds most 
pleasing, resist and crush those found 
most distasteful; foiling the endeavours 
of those working in the cause of deities 
opposed to their own at every opportunity. 
It can be assumed that clerics with 
temples and congregations in their charge 
will be most concerned with thefirsttask, 
whilst the opposition to unfavourable 
deities will fall mainly to the wandering 
clerical adventurers usually found as 
player characters. 

Like most other things, crusading zeal 
begins at home, and fellow party mem¬ 
bers will be prime targets for it. From the 
first it will be made clear that under no 
circumstances will clerics be party to 
actions which go against the interests or 
teachings of their deity, nor will they 
stand idly by while others perform them. 
Those wishing aid must first prove them¬ 
selves worthy of it, and naturally true 
believers will be given preference over 
infidels. Clerics may attempt to convert 
other party members to the One True 
Faith at any opportunity, and gladly 
expound on the tenets of this belief to all 
who seek enlightenment (as well as those 
who don't). Unbelievers who seek aid will 
be especially prone to this, and payment 
or some service in the deity's interest will 
be demanded in return. Those whom the 
cleric considers to be totally beyond 
redemption will never be aided, unless 
the cause of the deity would be furthered 
greatly by doing so. 

Clerics will be much less tolerant of 
those whose alignments differ from their 
own than will other characters, for 
obvious reasons, andthiswill be especial¬ 
ly apparent where clerics of other deities 
are concerned. There will be considerable 


distrust even between clerics whose 
deities are fairly well disposed towards 
one another and it would be very rare 
indeed for a cleric to join a party contain¬ 
ing the worshipper of a god at enmity with 
his own. 

As the emissary on earth of a deity, the 
cleric's behaviour should always be ex¬ 
emplary and 'correct' according to the 
religion's rules, even when not adventur¬ 
ing. Unlike other adventurers, clerics 
should not be found immersing them¬ 
selves in the delights of the bordello or 
ale-house between expeditions (unless 
religious observance demands it). Instead 
we should find them preaching to the 
populace, administering to the faithful, 
and attempting to bring the area as a 
whole more into line with their ideals; 
being a cleric is a full-time occupation! 
The above activities are more than likely 
to bring the cleric into conflict with the 
local priesthood, which can spice things 
up for the other characters too. Having a 
well-played cleric in the party can often 
be a mixed blessing! 

From the above it becomes obvious that 
a cleric's behaviour and the manner in 
which the character is played will depend 
to a great extent on the deity worshipped. 
By no means should all clerics tend 
towards the same basic mould, as often 
seems to occur. It follows that a set of 
beliefs and codes of behaviour must be 
established for each religion in a cam¬ 


paign, together with some outline as to 
howthe variousgods relate toeach other. 

It was hoped that the DEITIES & 
DEMIGODS™ Cyclopaedia would fulful 
this role, but unfortunately in this respect 
the book is sadly lacking. Although gods 
from 14 different pantheons are outlined 
in fair detail, together with spheres of 
control, holy symbols, appropriate sacri¬ 
fices and so on — far more gods than any 
DM will ever need — the ultimate aims of 
the gods themselves, and the conduct 
and standards of behaviour expected by 
their worshippers and clerics are still left 
to the individual DM or players. This is 
one area where the AD&D game loses 
out to other fantasy games; RuneQuest, 
for example, has a fully outlined set of 
cults which make it far easier to role-play 
religious characters. 

In order for clerics to have any purpose 
in life at all, they must worship a deity 
whose aims and aspirations are known 


and whose standards can be upheld, and 
it is up to the DM to provide a selection of 
these from which their players can 
choose the one most suited to the 
character in hand. The DDG is an excel¬ 
lent source of these, though by no means 
exhaustive, and inventive DMs finding 
nothing to fill a desired niche can design 
their own godsfrom scratch. A fair cross- 
section, covering most spheres of influ¬ 
ence, character types and alignment 
variations can be achieved by using 20- 
30 different gods. Extra deities beyond 
this are largely redundant, though DMs 
may wish to include racial gods, such as 
the ore deity Gruumsh, especially for 
monster races. 

Once the cast of gods has been chosen, 
and their alignments, spheres of control 
and alignment/types of worshippers 
have been decided, it is fairly easy to 
provide them with motives, ambitions 
and inter-relationships. If we take as an 
example Kos, the god of doom from the 
Nehwon mythos, we see that he is 
neutral in alignment, worshipped by 
fighters, delights in battle, but has a 
highly developed sense of personal hon¬ 
our. From this it looks as though he tends 
far more towards chaos than to law, 
wishes to see as many battles as he can, 
prizes individual prowess and bravery 
rather than tactical excellence, and des¬ 
pises cowards intensely. Cowards will 
form a very large group in his eyes, 


embracing all those who try to weight 
odds in their favour rather than fight man 
to man (magic users, back-stabbing 
thieves, etc), those too cowardly to fight 
for themselves (such as peasants depen¬ 
dent on their lords to protect them or rich 
individuals hiring others to do their 
fighting for them) in addition to fighters 
who run away from anything less than 
insurmountable odds. 

This outlook will obviously bring him 
into conflict with many other gods — 
those advocating peaceful co-existence, 
gods of thieves and magic, gods of 
healing, etc — whose clerics will be 
opposed to his own. On the other hand, 
gods of music and poetry, whose practi¬ 
tioners praise the deeds of heroes, and 
those of metal working who oversee the 
making of the implements of battle, will 
find him well disposed towards them, 
while gods of natural phenomena would 
be mutually indifferent to him. 



themselves in the delights of the bordello or 
ale-house — unless religious observance 
demands it 


IMAGINE magazine, November 1984 


3 





Kos would make an ideal god for a 
barbarian hero. His followers would not 
allow themselves to show fear at any 
time, and would spend much time in 
improving their battle skills so as to 
please Kos with their prowess when in 
combat. Their highly developed sense of 
honour would not allow them to take part 
in unequal combat against a weaker 
enemy, and they would despise those 
who did, especially those who slew foes 
in their sleep rather than give them the 
chance to die nobly in combat. Bravery 
and fighting skills would be highly prized 
by them, even in enemies, and foes who 
had fought bravely in battle but not died 
would be safe from having their throats 
cut afterwards so long as the followers of 
Kos were around. 

The clerics of Kos would naturally be 
most meticulous in following the above 
code, but would have many obligations in 
addition. Their first task would be actively 
to encourage wars and combat wherever 
possible, for not only does Kos delight in 
this, but the more wars there are, the 
more warriors there will be, and thus the 
more potential worshippers. They will not 
hesitate to defend the honour of Kos with 
their blood, being even more eager to 
punish insults to him than will be the 
clerics of other deities. 

When trying to gain converts from a 
party they were travelling with, they 
would naturally concentrate on the fight¬ 
ers present, and perhaps the thieves (who 
could be honourable warriors if they'd 
only give up this cowardly backstabbing 
and sneaking about). Magic users would 
generally be considered beyond the pale, 
unless they used their magic in combat 
only to equal the odds in what would 
otherwise be an unequal engagement. 
Similarly, only fighters would be reason¬ 
ably sure of receiving any aid from them, 
and even then only if they had adhered 
fairly well to the above code of behaviour. 

4 


This would entail fighting opponents 
alone, rather than ganging up on them, 
and a cleric of Kos would take a very dim 
view of anyone coming to his aid while he 
was engaged in single combat. 

The code they follow would have a 
great effect upon the spells clerics of Kos 
would use, as well as determining the 
circumstances in which they would be 
cast. As servants of a god delighting in 
battle a very good case could be made for 
allowing them to use edged weapons, 
especially as Kos' holy symbol is a 
crossed sword and axe. Whether this is 
allowed or not, they would be more eager 
than most clerics to come to grips with 
enemies so as to demonstrate their 
martial prowess and bravery, to prove 
themselves worthy in their task of spread¬ 
ing Kos' teachings. As a result, they 
would be unlikely to cast spells in battle 
except to even up the odds against them. 

Taking a look through the first level 
clerical spells it immediately becomes 
obvious that some spells would be totally 
unsuitable for the followers of Kos. 
Sanctuary would be out of the question, 
as it prevents the very thing which they 
af& trying to promote. A special form of 
this spell might be available, allowing 
only one creature through at a time so 
that the rules of honour are maintained, 
but which cleric would be cowardly 
enough to use it? Protection from evil (in 
effect, from enchanted creatures) would 
be acceptable, as this would only be used 
against cowardly creatures using en¬ 
chantments anyway. Similarly, detect 
evil would be seen as irrelevant, while 
detect magic could warn of dishonour¬ 
able methods of combat. Remove fear 
would be a common spell, but cause fear 
would never be used, for what could be 
more heinous than to rob a warrior of his 
courage magically? Bless would be 
another common spell, especially if the 
cleric's party were outnumbered, while 
command would be used but rarely (and 
the commonest form of this would be 
'fight'!). 

The cleric of Kos could find himself in a 
very interesting position as regards dis¬ 
pensing curses. Curing 'cowards' would 
naturally be out of the question, but 
wounds received while engaged in single 
combat would be seen as honourable 
ones, even as gifts from Kos himself, and 
as such their recipient might be expected 
to wear them with pride. A wounded 
warrior about to go into combat, however, 
whose wounds put him at a disadvantage 
against an uninjured opponent, might be 
considered a special case. Wounds 
caused by magic, traps, or some other 
dishonourable means would be cured 
without question, as long asthe recipient 
was worthy of course. 

The same situation could arise at 
higher levels where raising the dead was 
concerned. A warrior who had died 
honourably in single combat might be 
seen as having died the finest death 
possible, and thus be refused resurrect¬ 
ion. One who had died by sorcery, or had 
been killed while fighting a number of 
opponents, would naturally stand a much 
better chance. 


Service to Kos would also dictate the 
kinds of adventures his clerics might find 
themselves joining. They would be un¬ 
likely to join an expedition to dispose of an 
evil magnate whose armies were ram¬ 
paging in the area, for example, unless 
the resulting war of succession would be 
more extensive than the existing conflict. 
They would join expeditions in relatively 
peaceful areas, but would probably be 
more interested in provoking monsters to 
attack the nearby villages than anything 
else. The worship of Kos would be 
popular in the more barbaric areas and 
among barbarian mercenaries. The rulers 
of more civilised lands would tend to 
desire the furtherance of their own ends 
without damaging their incomes, how¬ 
ever, and Kosites would only be welcome 
at the courts of monarchs with ex¬ 
pansionist aims. Even here their interests 
— prolonged combat — would conflict 
with those of the government (quick, 
decisive victory). Many fighters would be 
worshippers, however, and the temples 
of Kos might even offer cheap (or even 
free!) weapons training to encourage 
converts among those not having martial 
backgrounds. 

Obviously, clerics of Kos would fit in 
very well with a party of hack-and- 
slayers, though they would probably be a 
pain in the rear for a group of more subtle 
adventurers. Whatever their circumstan¬ 
ces, they make much more interesting 
characters than clerics normally do, and 
are much more fun to play. 

The same process can be used to bring 
the other religions in a campaign to life. 
Determine the aims of each god, how 
these are to be fufilled, and what relation¬ 
ships with other gods will lead to. Decide 
how this will affect the behaviour of their 
worshippers and clerics. What spells 
would be acceptable to them (a canon in 
the service of Lu Yueh, god of epidemics, 
would be unlikely to a I low the use of cure 
disease, for example) and in what situ¬ 
ations would they be used? How are they 
expected to futher the aims of their god, 
and what kind of adventures would they 
be found joining? If your DM hasn't done 
all this, work out a religion for your 
clerical character yourself, and see if he 
or she agrees to it. 

Having a detailed religious background 
adds enormously to the flavour of any 
campaign. Not only do clerics become 
more interesting and fun to play as 
characters, encounters with NPC clerics 
become more enjoyable and easierforthe 
DM to handle. One advantage of not 
having detailed religions in modules is 
that they can easily be brought into line 
with those of individual campaigns, and 
conflicts between the various religions 
can themselves be a rich source of 
individual adventures. 

So, if you find your clerics becoming 
colourless, or other characters are taking 
them for granted, give them a god to 
worship and a code to follow, and send 
them out to spread the true faith! If they 
are true to their ideals, even if they don't 
survive they will be assured a place at 
their deity's side! 

J& Paul Vernon 


IMAGINE magazine, November 1984 










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Alignment, 
Personality & 

t',j!/ Philosophy-Religion 

/ 

' / 

P ' Lew Pulsipher discusses positive and negative 

: • j jl.. reinforcement for alignment role-playing 


V 

Every fantasy role-playing game design¬ 
er faces a serious problem with respect to 
player-character personality. In real life, 
every person has their own philosophy- 
religion, a set of guidelines or rules by 
which they organise their lives and make 
decisions, whether or not they are con¬ 
sciously aware of having adopted these 
guidelines. Even the person who feels 
that nothing matters, who doesn't give a 
damn about anything, has a philosophy 
no matter how nihilistic. How can the 
designer (or, on a more immediate level, 
the referee) introduce philosophy-religion 
into a game? 

While philosophy-religion should be 
the most important aspect of a character's 
life, players have no reason to transfer 
this aspect to the game. Instead, the 
majority of players, even those who are of 
fundamentalist religions, let loose from 
their personal philosophy. Typically, their 
characters become the equivalent of 
thugs or gangsters, people who like to act 
tough, who are willing to take what they 
want by force if necessary, who are 
entirely devoted to increasing their 
wealth and prestige without regardtothe 
rights or welfare of others (except, per¬ 
haps, reserving loyalty to other members 
of the gang). The characters are not out- 
and-out evil, though they commit acts 
which some would call evil if they 
occurred in the real world. They are 


certainly not good, though 
some of their actions bring 
good to others. The players, 
having left their own philosophy- 
religion behind them when they 
entered the game, run their characters 
without restraints on their actions 
except insofar as they don't want to 
arouse the ire of those powerful enough 
to ha?m them. 

Granted, there are players who come to 
role-playing with an ideal they would like 
to emulate through the medium of the 
game — most often the chivalrous knight, 
but sometimes the low-down evil magic¬ 
ian or something else. And others are 
willing to create detailed, complex per¬ 
sonalities, different from their own, for 
each character. Though a tiny minority, 
these players are a blessing to their 
referees. Unfortunately, few players are 
self-restrained in this or other ways, so 
the game designer and referee must still 
cope with the 'thug syndrome'. 

One can, of course, simply allow the 
player-characters to act like thugs. Un¬ 
fortunately, this can be pretty dull, for if 
some player-characters act this way 
either the rest are forced to go along, or 
they must quit the campaign to play with 
another referee. Moreover, religion be¬ 
comes a nullity in such games; in many 
places you can find player-characters 
who care nothing for religion except 


everyone can cope with, not the method 
that works best in ideal conditions. 
Generally the 'better ways' amount to an 
individual personality profile for each 
character or specific guidelines for each 
religious cult. If the referee must record 
these profiles and ensure that characters 
act according to their avowed personal¬ 
ities he is in for a great deal of work. 
Moreover, if the players do not completely 
respect their referee — unfortunately the 
rule rather than the exception — the ref 
can encounter serious difficulties and 
personality conflicts with players in the 
course of attempting to enforce character 
personality. At one extreme, the referee 
begins to play the characters, and the 
players lose all autonomy. At the other 
extreme, the referee does nothing and 
players often lapse into gangsterism. It is 
all too subjective. 

Moreover, these methods are simply 
too much for less mature players and 
referees to cope with. The method of 
introducing philosophy-religion into the 
game must be somethingthat an average 
referee can enforce despite the immatur¬ 
ity of players or their inclination to find 
loopholes in the rules. 

From a designer's or referee's point of 
view, alignment is the solution, and 
consequently is more significant and 
valuable as a means of encouraging and 
guiding role-playing than as a simulation 


The method of introducing philosophy-religion must be 
something that an average referee can enforce despite the 
players’ inclination to find loopholes in the rules. 


when they want a god to bail them out of 
trouble. The upshot is that much of the 
variety of the real world, and of the ideal 
form of fantasy world, is missing from 
such campaigns. 

Alignment is a common way for a 
designer to combat the thug syndrome, to 
encourage a variety of behaviour reflect¬ 
ing different religions and philosophies. 
Some critics object that there are better 
ways than alignment to reflect philo¬ 
sophy-religion. This may be true, but a 
designer must choose a method that 


of religion. The penalties incurred when a 
character defies alignment are not meant 
to simulate anything that would 'really' 
happen. Rather, they are negative rein¬ 
forcement, encouraging role-playing by 
penalising those who don't. Unfortun¬ 
ately, in the most popular fantasy role- 
playing games these penalties are applied 
only after a player so grossly defies the 
alignment strictures that the character's 
alignment changes (see p25, AD&D 
Players Handbook). In the AD&B game, 
theoretically, failure to act in accordance 


IMAGINE magazine, November 1984 











with alignment should increase the train¬ 
ing costs of rising a level (see p86, 
Dungeon Masters Guide), but other 
defects in this rule cause it to be only 
rarely used. And in other games using 
alignment, there is little or no incentive to 
act in accordance with declared align¬ 
ment. 

Consequently, alignment in AD&D and 
other games doesn't sufficiently influ¬ 
ence role-playing because it's an all-or- 
nothing proposition. To improve the effect 
of alignment we need smaller penalties 
for smaller infractions, and even more we 
need rewards — positive reinforcement 
— for actions which are especially ap¬ 
propriate for a character's alignment. 
This should lead to a better standard of 
role-playing in the campaign by forcing 
the worst role-players to improve. A 
player will be forced to adopt some 
philosophy-religion for each character, or 
play at a distinct disadvantage. Here are 
some suggestions to that end. 

Encouraging Good or Evil 

In many games the principle has been 
established, if not stated outright, that 
experience points or increases in skill 
should come, directly or indirectly, only 
from adventures, not from training or 
other peaceful pursuits. Even if you 
adhere to this limiting principle, you can 
award experience points for certain deeds 
that lean strongly to one alignment. For 
example, under standard AD&D rules an 
Evil character gains nothing from burning 
down a village and enslaving its people 
(some referees might give a few points 
per villager killed, but this is contrary to 
the principle that a 'monster' must repre¬ 
sent a threatto an adventurer in order for 
him to earn experience for killing it). 
Similarly, a Good character gains nothing 
(but satisfaction) from saving a village 
from bandits, mysterious monsters, what¬ 
ever. Why not give experience points for 
these deeds to encourage this kind of 
action from Evil or Good characters? 
Perhaps one point per villager per exper¬ 
ience level of the adventurer would be 
sufficient incentive. Then even if players 
have no personal interest in burning or 
saving a village, they'll cause their char¬ 
acters to act in this manner in order to 
earn experience points. Thus role-playing 
is encouraged, though players always 
have the option to ignore the encourage¬ 
ment. Similar rewards can be given for 
other especially Good or Evil deeds. 

If you don't adhere to the principle 
mentioned above, you can establish a 
weekly reward/penalty of experience 
points for acting in accordance with 
alignment. Characters who are true to 
their alignment will receive a positive 
number of points, while those who have 
ignored alignment will lose experience 
points. But this method involves a sub¬ 
jective evaluation by the referee, who 
may not be able to point to specific events 
(such as razing a village) to support the 
evaluation. To be safe, the referee should 
keep the value at zero except in obvious 
cases. 


An alternative to this weekly potential 
reward is an 'alignment modifier' to be 
applied to experience points gained from 
adventures. For example, characters who 
flirt with the wrong alignments will find 
their experience point award for the 
adventure multiplied by some number 
less than one. Characters who are para¬ 
gons of alignment might have their award 
multiplied by more than one. This is still 
subjective, and ordinarily the multiplier 
should be 1 or very near it, but it may be 
easier to handle than the weekly 
reward/penalty. 

In general, it is harder to play a Good 
character than an Evil one simply because 
there are so many restraints on a Good 
character and few on the actions of an 
Evil character. 'Harder' not only means 
that being Good requires more attention 
and effort, it means being Good is in¬ 
herently less safe. Moreover, Good char¬ 
acters must not only avoid some cate¬ 
gories of action, the truly Good ones will 
be good actively rather than passively, 
through good works rather than mere 
avoidance of evil deeds. The Evil char¬ 
acter, on the other hand, can do anything 
he wants. If he occasionally commits a 
good deed, he can easily make up for it 
with heinous crimes of torture, pervers¬ 
ion, and so on. True, if he fails to act evilly 
he may find he's become Neutral on the 
Good-Evil axis, but this is rarely a danger 
to any Evil character I've known... 


Given that it is harder to be Good, there 
must be some mechanism, in game 
terms, to compensate the Good character 
for the limitations of his alignment. 
Otherwise, most characters are going to 
lean toward Evil. What are some possible 
compensations? 

First, Good clerics should be ableto use 
spells unavailable to Evil clerics. The 
original D&D rules implied that Evil 
clerics were unable to heal wounds or 
raise the dead because these were good 
acts. More recently, players and referees 
have argued that Evil gods should be just 
as powerful as Good gods, hence just as 
capable of helping their devotees through 
healing and resurrection. Whether that 
ought to be true or not is a moot point, but 
for the purpose of encouraging role- 
playing, I believe that good characters 
must have some kind of advantage in 
respect to clerical spells (besides, Evil 
characters already have advantages in 
clerical spell use, insofar as they can use 
spells as slay living and animate dead 
without concern, while Good characters 
can use them only in dire straits and 
consequently won't memorise them). 

In my campaign, this compensation is 
reflected in raising the dead. This is a 
combination of two circumstances: Evil 
clerics rarely use the raise dead spell, 
either because they cannot or because 
they strongly dislike to use it; and it is 

7 


IMAGINE magazine, November 1984 












easier to find a cleric willing and able to 
raise a dead character of Good alignment 
than it is to find a cleric to raise an Evil 
character. Neutrals fall somewhere be¬ 
tween the two extremes. Neutrals are *ar 
more likely to raise Good characters than 
Evil ones, not because they're pro-Good 
but because it's a better business pro¬ 
position. In summary, if you're Good, and 
dead, you have a decent chance to live 
again; if you're Neutral, good luck (and 
kiss your fortune goodbye); if you're Evil, 
forget it. 

At one time I didn't allow Evil clerics to 
cure wounds, but my feeling for ... 
realism? ... overcame my desire to en¬ 
courage Good characters. The low-level 
spells don't come from any god or his 
minions, anyway. However, higher cures, 
especially those which come directly 
from a deity, are rarely usable by Evil 
characters. 

There are other ways to reward Good 
characters. Evil creatures, even Lawful 
Evil, always watch their backs, fear those 
who are more powerful because they may 
enslave, and fear those who are weaker 
because they may collectively pull the 
stronger down out of jealousy or ambit¬ 
ion. They miss out on one of the best 
defense mechanisms available to any 
animal, the ability to trust other Good 
characters including those they don't 
even know personally. Because of this 
difference, it should be relatively easy for 
Good characters to find and hire non¬ 
player character aid, and much harder for 
Evil characters in similar situations. After 
all, ask yourself this: if you were Neutral, 
would you rather deal with someone you 
know is Good, or someone who might be 
Evil? You'd take advantage of the Good 
character and avoid the dangers of the 
Evil one, I should think. Yet unless the 
referee runs non-player characters to 
reflect these attitudes, the attractions of 
being Evilly inclined will outweigh the 
advantages of Good-ness. 

While compensating Good characters 
for their limited freedom of action, one 
must also be sure that Evil characters 
have greater freedom of action than 
Neutrals on the Good-Evil axis. Other¬ 
wise, players will call their characters 


Neutral but have them act in a somewhat 
Evil manner. Typically, the so-called 
Neutral will freely attack anyone or 
anything without reason, although this 
freedom of action ought to be reserved for 
Evil characters. In fact, lack of attention to 
restraints on Neutrals leads surely to the 
thug syndrome. Neutral characters must 
undergo an alignment change, or lose 
experience points, if they act either too 
Good or too Evil, or else all characters will 
come to act the same way. 

Law and Chaos 

If one may generalise, it is the Good-Evil 
axis of alignment that can most easily be 
affected by rewards. On the other axis, 
players are so naturally Lawful or Chaotic 
in the way they play characters that there 
seems to be no way to merely encourage 
Lawful or Chaotic behaviour. At least. I've 
found none. Instead, to reflect Lawful or 
Chaotic philosophy-religion we need 
actual differences in rules and proced¬ 
ures for Lawful as opposed to Chaotic 
characters. In other words, we're en¬ 
couraging Good-Evil play while more or 
less forcing characters to act in a Lawful 
or Chaotic manner. 


Chaotic Action 

I have known players who rolled dice to 
help determine a Chaotic character's 
actions. How much they actually 'obeyed' 
the dice result is open toquestion, butthe 
principle is obvious. Nonetheless, I've 
heard of no referee who made up dice 
tables to determine actions of player 
characters. Some referees simply order 
that characters take certain actions, 
despite the desires of the players, but this 
is likely to create tremendous antagon¬ 
ism, to say the least. The established 
campaign rules, rather than referee fiat, 
should determine actions. 

For example, if you force players to play 
faster than they'd like, giving them 
insufficient time to decide what to do, a 
form of chaos results. Some referees do 
this to everyone. Others, such as myself. 


like to watch the players plan and 
overcome obstacles by brainwork, so they 
may give players 10 minutes to think 
about one minute in the game. To help 
reproduce the effects of alignment, allow 
Lawful groups to have as much time as 
they desire, but force Chaotic groups to 
play quickly. 

Players who play repeatedly in the 
same group, with the same characters, 
can overcome the disadvantage of 'fast 
time' to some extent, often by letting one 
player make most of the decisions. But 
Chaotic action can be simulated in other 
ways. First, absolutely prohibit any dis¬ 
cussion between players that could not 
occur in the situation presented in the 
game. For example, two characters separ¬ 
ated by 30 feet, who are trying not to 
make noise, can't talk to one another so 
neither can the players involved (some 
referees do this all the time; others such 
as myself are anything but strict about it 
with Lawful parties). In some situations 
the prohibition won't make much differ¬ 
ence, but in others it will. At the same 
time, have each player state (in order of 
character dexterity, perhaps, from lowest 
to highest) what his character is doing. 
This is bound to create some disorganis¬ 
ation: the player speaking last can reactto 
what has gone before, but a player 
speaking early in the round may do 
something quite at variance with what 
others hope. You can take this one step 
further, at some cost in convenience, by 
requiring each player to write down, on a 
3" x 5" card, what the character is doing 
during the round. That really makes for 
chaos! Once again these measures 
should be imposed on Ghaotic-leaning 
parties, not Lawful ones. 


Lawful Action 

Something should be done to force 
characters to act Lawfully, as well. 

The epitome of chaos in AD&D is the 
Deck of Many Things (other games 
sometimes have similar randomising de¬ 
vices). Here we have an item which 
grants great boons or inflicts great woes 
at the random draw of a card. Can you 
imagine a truly Lawful character consign¬ 
ing their fate to chance by drawing cards? 
Only the howling Chaot, or perhaps a 
Neutral who doesn't give much of a damn 
about their own welfare (and probably 
ought to be called Chaotic) should be 
allowed as a matter of alignment to 
choose from a Deck of Many Things. Or 
to put it another way, any Lawful drawing 
from a Deck, except in circumstances in 
which nothing else can save the party, is 
committing a most heinous Chaotic act 
and should have their alignment changed 
accordingly! Similarly, any kind of ran¬ 
dom button-pushing, lever-pulling, or 
dice rolling (to decide which direction to 
go, for example) is the antithesis of 
Lawfulness. But warn the players, give 
them a chance to change their minds, 
before you drop a god's wrath on their 
characters. If you don't enforce the Law/ 
Chaos axis in such a clear-cut case as 
this, you may as well revert to the original 


8 


IMAGINE magazine, November 1984 





system in which only Good and Evil 
existed (though they were called Law and 
Chaos). 

If you want to break nominally Lawful 
characters of Chaotic habits by negative 
reinforcement rather than by alignment 
change, modified Decks may reform them 
quickly. The modified Decks should be 
almost wholly unbeneficial. For example, 
have the player pick a card without 
looking at it and hand it to you. Consult a 
table you've constructed which converts 
good Deck cards to bad. Even better, make 
up 'Decks of Several Things' which are 
predominantly unbeneficial. After a run 
of bad draws, players will begin to think 
that 'randomising' isn't such a good idea. 
Or if they don't catch on, and keep 
picking, they get what they deserve for 
such foolishness. After all, who is to say 
that someone making a magic Deck will 
balance good and bad? Levers and but¬ 
tons to push and pull will accomplish the 
same end. Those who customarily mon¬ 
key with everything in sight will soon 
change their habits when the results are 
usually bad. 


Treasure 

Different groups of players seem to have 
different ways of dividing non-monetary 
treasure obtained during adventures. But 
the referee can impose rules which 
simulate Law or Chaos. For example, the 
most Chaotic method would be 'grabbers 
keepers' — whoever gets their hands on a 
treasure first, keeps it, at least until 
someone else forces or persuades them 
to give it up. The most Lawful method 
might be to have the players decide, 
logically and calmly, who most deserves, 
and can most use, each item found, and if 
some items are particularly valuable, 
compensation can be paid to the less 
fortunate. However, there are very few 
groups of players who can do this without 
generating hard feelings, at best, and 


violent antagonism at worst. Asa practic¬ 
al matter, the most Lawful method I 
impose is to require each player (not 
character, again for obvious reasons) to 
roll ad20. The highest roller chooses first, 
lowest last; if there are more items than 
players, the sequence begins again atthe 
bottom, working up. So the player who 
picked first in the first round will pick last 
in the second. Players can then decide for 
themselves what items are most valu¬ 
able, regardless of the character class 
involved, and continuing the choice from 
the bottom up helps even out the value of 
the items picked. 

If 'grabbers keepers' also results in 
antagonism, then a Chaotic method 
which is more peaceful is to have each 
player roll separately for each magic item, 
as it is found. Granted, this may result in 
one player receiving several items, and 
another none, but what could be more 
Chaotic? 


Hit Points 

The most orderly and predictable method 
of assigning hit points would be to give 
each character exactly the average in¬ 
crease at each level, for example 4V 2 for a 
fighter, 3V 2 for a cleric in AD&D. If half hit 
points are not wanted, the player can flip 
a coin to get 1-2, adding an appropriate 
number to give the required average. For 
example, 1-2 +4 is the same average as 
1-10, though the range and standard 
deviation are much smaller. Anything in 
between can be used, such as d4+3, d6+2 
or d8+1. To simulate Law/Chaos, require 
Chaotic characters to roll the normal hit 
die, giving the large variation; require 
Lawful characters to roll a d2 (coin) or d4 
and add as appropriate; and let characters 
who are neither Lawful nor Chaotic 
choose something in between, depending 
on which way they lean. If you use this 
method, it should be mandatory for all 
characters, not a matter of choice. 


Conclusion 

Some of the methods above won't work if 
players form parties consisting of mixed 
alignments of characters. Having had 
experience with both 'pure' and mixed 
parties, I've learned that the more mixed 
the alignments are, the less alignment 
affects the personalities and actions of 
the player-characters. The extreme is the 
party including all alignments, Good and 
Evil, Law and Chaos: everyone is forced to 
act Neutrally in order to somehow tolerate 
the others, with a leaning toward the thug 
syndrome (frankly, if I ever referee an ex¬ 
tremely mixed party I'll make sure they're 
at each others' throats in no time, or a lot 
of alignments will change!). When every¬ 
one is of the same alignment, it's easier to 
collectively act in accordance with that 
alignment. In fact, there's kind of re¬ 
inforcing moral support in numbers and 
purity which makes it easier to act 
'righteously'. 

The more extreme one's alignment is, 
the harder it is to act properly in a mixed 
party because the other party members 
are likely to disagree with your proposed 
course of action for one reason or another 
related to the alignment. Consider a 
Lawful Good character in a Neutral/ 
Neutral party. When he proposes a Good 
act, the Neutrals may want to avoid it 
because it would be dangerous yet gains 
nothing for them. When the Neutrals 
want to try something that has the taint of 
Evil and Chaos, the Lawful Good char¬ 
acter will have great difficulty dissuading 
them unless he is far more powerful or is 
indispensible to the party. 

If alignment is to be useful guide to 
role-playing in your campaign, you must 
go beyond the published rules to encour¬ 
age, or enforce, action in accordance with 
alignment. Otherwise, unless you're a 
very fortunate referee, you may as well 
forget it, and resign yourself to watching 
the thug syndrome dominate play. 

J& Lew Pulsipher 



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' AS GOD IS MY WITNESS 

The Judicium Dei in Medieval Europe 



The Judicium Dei, or trial by ordeal, 
was perhaps one of the most colour¬ 
ful aspects of the medieval legal 
system, as well as one of the most 
misunderstood. The later use of 
various types of ordeal in witch-trials 
has led to the widespread impression 
that trial by ordeal was no more than 
a means of tormenting a prisoner 
whose fate was already sealed. While 
this may way have been the case in 
the 16th and 17th centuries, the 
original Judicium Dei of Anglo-Saxon 
law formed a coherent body of legis¬ 
lation revolving around the certainty 
of divine intervention on behalf of an 
innocent party. 

The biographies of the early saints 
show us that divine miracles were an 
accepted part of everyday life in Dark Age 
and early Medieval Europe, so that it was 
unthinkable that a direct appeal to divine 
justice should go unanswered. On the 
other hand, though, the biblical stricture 
about testing God's powers does seem to 
have been forgotten, since the ordeals 
are explicit attempts to force a miracle — 
in effect, those conducting the trial are 
saying, 'Okay, God, give us a miracle or 
this character gets it'. 

Whatever the rights and wrongs of the 
concept of trial by ordeal, however, it 
remains an interesting and unusual legal 
practice, which might be used to add a 
little medieval authenticity to a despotic 
state in any fantasy campaign. It was not 
a new idea in the Dark Ages; the Book of 
Numbers, V, 11-31 gives the procedure 
for an ordeai by holy water, similar to the 
Saxon trial by Parsned (see below), to 
determine whether or not a woman is 
guilty of adultery, while the Greek play¬ 
wright Sophocles (Antigone, v.270) was 
familiar with an ordeal by hot iron similar 
to the Saxon ordeal described below. 

To set the Judicium Dei in its historical 
and legal context, it must be said that the 
more usual form of trial in Anglo-Saxon 
England was somewhat less theatrical. 
The plaintiff in a civil case, having 
obtained leave (probably from his lord's 
manor court, as in Norman times) to take 
his grievance to the county court ( scyrge- 
mot or shire moot), took oath on the truth 
of his claim and presented as many 
witnesses as would willingly support 
him. They were under no compulsion to 

10 


attend the court, as today, but appeared of 
their own free will, and a man who could 
persuade no-one to support him had no 
case. The witnesses took oath in turn, and 
the defendant then presented his case in 
a similar manner. Judgement was then 
made, and execution of the judgement or 
surety of execution was arranged. 

Twelve-handed Witness 

The procedure in criminal cases was 
broadly similar, the accuser becoming 
prosecutor by virtue of his accusation, 
and the accused, if he swore to his 
innocence, being charged with the task of 
clearing his name. There was only one set 
of witnesses, who were not supporters of 
one side or the other, and their attend¬ 
ance in the court was compulsory. 

The importance of witnesses to this 
system cannot be overstated; especially 
in civil cases, they could make or break a 
case, and it was possible for a defendant 
to clear himself of some charges by 
appearing at the court 'twelve-handed' — 
with a dozen people who were willing to 
swear to his innocence — although the 
numbers of witnesses needed depended 
upon the seriousness of the charge and 
the social standing of the defendant. This 
and other oath sureties, along with 
sureties on land, holdings and other 
property, formed the backbone of the 
legal system, and trial by ordeal was 
generally only applied as a last resort; a 
demonstration, if you will, that God was 
prepared to support a man where perhaps 
his neighbours had failed to do so. 

Once leave had been sought and 
granted for a trial by ordeal, the type of 
ordeal was prescribed, depending upon 
the nature of the charge and the social 
standing of the defendant, and solemn 
preparations were made for the test. The 
Saxon king AEthelstan issued a decree in 
AD928 concerning trial by ordeal, which 
sets down the following preparations: 

'Such who are to be tried by ordeal, 
shall be ceremoniously prepared there¬ 
unto, with the solemn manner of that 
trial... Let him who shall... be tried by the 
ordeal go to the mass priest three days 
before he enters upon the trial, that the 
priest may hallow it according to custom; 
and in the meantime let him feed on 
bread and water, salt, and herbs only, and 
besides let him be present on those days 
at the mass, and let him offer his gift. 


Moreover, on the day wherein he is to 
enter upon the ordeal, let him take the 
bread of the Eucharist, and swear the 
oath, according to folk-right, that he is 
innocent of the crime of which he is 
accused. And then let the accuser urge 
the accusation by a fore-oath as we 
before ordained, and let every one of the 
persons on either side who may be there, 
be fasting, by the command of God and 
the priest, and let not either accuser or 
accused come attended by more than 
twelve persons'. This last condition was 
presumably to avert any threat to public 
order or to the fairness of the trial which 
might be posed by the presence of large 
numbers of supporters of one or both 
sides. 

Prescribed Ordeals 

When all the ritual preparations had 
taken place, the trial could begin. There 
were various types of ordeal, according to 
the nature and gravity of the charge and 
the social standing of the accused. The 
ordeal of fire was normally reserved for 
those of higher birth, while the lower 
classes were subjected to the ordeal of 
hot water. The ordeal of cold water was 
also used on commoners, but is more 
famous today for its re-use in the 16th 
century for 'swimming' witches. Other 
ordeals were prescribed for special cir¬ 
cumstances. An ordeal could be onefold 
(simplex) or threefold (triplex) according 
to the crime involved. The most common 
crimes demanding a threefold ordeal 
were sacrilege, treason, murder, idolatry, 
sorcery, and counterfeiting, although a 
person of ill-repute could be set a 
threefold ordeal for any crime on the 
basis of his known antisocial tendencies. 
The most common punishment accom¬ 
panying a failed ordeal was death, al¬ 
though loss of one hand was the usual 
penalty for striking false coin. In some 
cases it was possible to commute the 
penalty into a fine equal to the wer of the 
accused; this sum was, literally, his 
worth, and was also used to calculate 
compensation for his death (wergild) and 
the value of his oath. In order to commute 
a penalty to such a fine, the accused 
and/or a number of his kin had to stand 
surety for his future good behaviour — in 
effect, the accused would be given a 
suspended sentence and bound over to 
keep the peace. 


IMAGINE nujgaanc, November 1984 








Commonly used in ecclesiastical cases or 
cases involving canon law, there were 
two forms of this ordeal. The first and 
common form involved two wooden rods 
wrapped around with wool, upon one of 
which was inscribed the sign of the cross; 
most, the ordeal was simply a heads-or- 
tails affair in which the accused had to 
pick the rod with the cross. 

The second form, sometimes used in 


Elite QndeaH of the ©toss 

civil cases involving the clergy, involved 
both sides standing before the high cross 
of a church with their arms outstretched 
as if crucified. Whoever became ex¬ 
hausted first, so that he was unable to 
hold up his arms, lost the case. Naturally, 
the clergy were able to appoint a re¬ 
presentative or champion in order to 
avoid compromising the dignity of their 
position. 


‘Elite ©/ideal! of, Cofid ^Wate/i 

For this ordeal, the accused was stripped 
and sprinkled with holy water, and then 
his hands were bound to his feet and a 
rope was tied about his waist. This rope 
was marked with a knot 2Zi ells (approx 9ft 
6in) from the end around the accused's 
waist (>Ethelstan's laws only required Vh 
ells, about 5ft 6in), and the accused was 
thrown into a river, pond or other con¬ 
venient body of water. The principle 
behind the ordeal was that the water, 
being a pure and natural element, would 
reject evil, so that in order to prove his 
innocence the accused was required to 
sink until the knot on the rope went 
underwater. This ordeal formed the basis 
for the 1 6th century practice of 'ducking' 
or 'swimming' suspected witches, and 
may have been altered at the time to 
make it more difficult, but certainly those 
who drowned at any time through this 
ordeal were acquitted of all charges and 
given a Christian burial. 


‘EXIte 0/ideal of, zddot CAAite/t 

This ordeal is similar in some ways to the 
Ordeal of Fire, and was sometimes used 
as a commoners' variant. The accused 
had to retrieve a stone from the bottom of 
a vessel full of boiling water; the water 
was wrist-deep for a onefold ordeal, or 
elbow-deep for a threefold ordeal. As 
with the Ordeal of Fire, the accused's arm 
was bound and sealed and inspected 
after three days for any sign of injury. 


This was a means apparently widely used 
by the richer classes, who could appoint a 
champion rather than fight in person. 
Trial by combat was perhaps less willingly 
granted than the other forms of ordeal, at 
least in criminal cases; however, William 
the conquerer decreed that any Saxon 
accused by a Norman of theft, perjury, 
murder, manslaughter or robbery had the 
automatic right of recourse to arms. 

Trial by combat was a fairly simple 
affair in England, the nobles using lance, 
sword, dagger and sometimes axe, while 
the commons used quarterstaves or sand¬ 
bags. In Medieval Germany, however, 
judicial duel was a far more elaborate 
affair, with a wider range of weapons and 
a greater variety of causes and types of 
duel. 

One type of duel was that of husband 
against wife, to settle domestic cases. 
The husband was put in a waist deep hole 
or barrel with his left hand bound tightly 
to his side and a short wooden stave in his 
right. The wife stripped down to her 
chemise, which was bound together 
between the knees for the sake of 
decency, and was equipped with a three- 
pound rock, hung in a fold of her sleeve, 
for use as an improvised flail or a 
blackjack. 

This was by no means the most bizarre 
form of judicial duel practised in Ger¬ 
many; one of the strangest duelling 
weapons was with the schi/d (see f ig 1) — 

IMAGINE magazine, November 1984 


‘EJ/uafi by Combat 

literally a shield, but equipped with a 
number of blades and points for use as a 
weapon. It was used two-handed, with a 
shortened quarterstaff grip, and its great 
number of points made it a very com¬ 
plicated weapon to use. Occasionally the 
shield would be held one-handed, and the 
combatants would have small clubs. 

Another unusual weapon was the hutt 
(lit. 'hat')which may have developed from 
the use of the helmet as a mailed fist. The 
weapon was like a small helmet or domed 
shield-boss, and was used for parrying 
and in bludgeoning attacks, sometimes 
alone but more frequently in conjunction 
with a one-handed sword or dagger. 

More mundane weapons used in duels 
included swords of all descriptions, two- 
handed swords being especially popular, 
as well as battleaxes, poleaxes and 


daggers. Full armour was worn when 
fighting with most weapons, although 
pure swordfights frequently took place in 
just doublet and hose. One duelling 
manual illustrates combatants using the 
schi/d as being dressed in a type of 
hooded catsuit which leaves only the 
face, hands and feet bare, but it is not 
known whether this was the usual dress 
for such a duel. 

To return to England, it was customary 
for the loser in a trial by combat to pay a 
fine in addition to relinquishing his claim, 
especially in cases involving property, 
and if a champion was employed. In the 
more important cases the losing cham¬ 
pion was likely to lose a hand, presumably 
since the likelihood of becoming a cripple 
would make him less sympathetic to¬ 
wards any attempt at bribery. 



11 































Hindu Ordeals 

It Is not only European Medieval law 
which uses the concept of trial by 
ordeal; Hindu law prescribes eight types 
of ordeal, some of which are totally 
different to those used in Europe, while 
others are variations of those already 
described. 

rJ/uaf by ^Balance 

The accused was ritually prepared and 
weighed. The charge was written on a 
piece of paper which was bound to his 
head and he was weighed again. If he 
was lighter the seond time, his inno¬ 
cence was proved! If both readings were 
the same, he was reweighed until a 
difference was found. 

'ET/tial by ©if 

Apart from the use of oil, which presum¬ 
ably permitted a higher temperature, 
this was identical to the European trial 
by hot water. 

'Uniat! by giot 3non 

As the European version, except that 
the accused's hand is prepared with 
certain herbs, and he must step through 
a succession of eight circles marked on 
the ground while carrying the hot iron, 
throwing it into the ninth. 


Uniat! by Uine 

This trial involved walking a prescribed 
distance over hot coals, while the feet 
remained unharmed. 

Uniatl by ©A/afe* 

Holding the foot or staff of a Brahmin 
who stands on the riverbank to supervise 
the ordeal, the accused must remain 
submerged for as long as it takes for a 
man to walk the prescribed distance. 

Uniat! by poison 

There are two forms of this ordeal; the 
accused either takes poison himself or 
must retrieve an object from a jar con¬ 
taining one or more poisonous snakes. 

Uniat! by Coskt 

Cosha is water in which idols have been 
ritually washed. It is not clear whether 
this water is applied to the accused 
internally or externally, but if he is guilty 
it will produce a disease of some kind. 

g/iiad by t£of 

Two figurines, commonly representing 
a patron deity of justice, are placed in a 
pot. One is of silver, the other of iron. 
The accused, blindfolded, must draw 
out the silver figurine to establish his 
innocence. 


Uke Onded of tyansned 

Also known as Corsned, this ordeal was 
based upon the assumption that the 
sacred nature of Communion bread would 
cause it to have an unpleasant effect on 
any evildoer. The use of Communion 
bread for the ordeal was later considered 
profane, and a cake of barley bread of one 
ounce in weight was used instead. It was 
believed that an evildoer would be unable 
to swallowthe sacramental host, or that it 
would cause severe internal pains as it 
tried to purge the body of evil. 

One of the less arduous ordeals, this is 
the trial to which clergymen most often 
appealed, perhaps understandably. 


gbe OndeaQ of the Co/ipse 

Commonly used in murder cases, this 
was perhaps more like an identity parade 
than an ordeal, as a number of suspects 
were made to approach the body, which, 
it was believed, would begin to bleed 
again in the presence of the murderer. 
Other reports tell of the spirit of the 
murder victim returning to identify the 
culprit under similar circumstances. 


giie OndeaH of Uine 

While the accused was being prepared 
for this ordeal, four stakes were set up at 
intervals of 3 feet, marking out a total 
distance of 9 feet or three paces. The 
hand of the accused was washed with 
holy water and inspected to prevent 
subterfuge, and he was made to stand by 
the first stake, where he received the 
'judgement', a piece of Iron weighing one 
pound for a onefold ordeal or three 
pounds for a threefold ordeal, which had 
been heated to red. According to Aithel- 
sta n, ‘At the first mark next to the stake he 
shall set his right foot , and at the second 
his left foot , and thence he shall remove 
his right foot to the third mark , where he 
shall throw down the iron and hasten to 
the holy altar' . At the church, his hand 
was bound and sealed with the church 
seal, and it was inspected after three 
days. If there was no trace of a burn, the 
accused was judged to be innocent 
through this miraculous recovery. 

There are some references to an 
alternative form of ordeal by fire, whereby 
the accused has to walk barefoot over 
nine red-hot ploughshares, or according 
to some sources, walk blindfold over 
them without treading on any. The evi¬ 
dence for this ordeal is sketchy and has 
been subject to some doubt, and if it was 
used it was certainly a much rarer form. 


I rial by ordeal forms only one asoect, 
and a small one at that, of the Medieval 
legal system. In a campaign, of course, it 
might be possible to have an extreme 
despotism in which all legal matters are 
settled by ordeal or combat; Suetonius' 
life of the Roman Emperor Caligula or a 
history of the reign of Commodus will 
provide the aspiring tyrant with lots of 
ideas along these lines. 


For any reader interested in learning 
more about the early Medieval English 
legal system, there are a number of 
general books in paperback, such as 
Wilson's The Anglo-Saxons and Wait- 
lock's The Beginning of English Society 
(both published in the UK by Pelican), 
which give a good overall view of English 
history and society in this period. Many of 
the finer details are only to be found in 
specialised publications which the 
general reader will probably find difficult 
to obtain. 

As a tailpiece, it is worth noting that 
there are several magical items men¬ 
tioned in Medieval European literature 
which operate along a similar principle to 
the trial by ordeal. Gerald of Wales, for 


example, in his History and Topography of 
Ireland, mentions a cross in Dublin which 
twice threw back a coin that was offered 
there by an archer who had recently been 
guilty of sacrilege; at last the archer 
confessed and did penance, and the cross 
accepted the coin. Ariosto, in Orlando 
Furioso, mentions a magical cup, from 
which no lady might drink who had been 
false to her husband, for it would spill its 
contents on her. The Holy Grail itself 
appears to be a similar item, as only the 
purest knight who has ever lived could so 
much as lay hands on it, while the sword 
in the stone seems to have worked in the 
same way, and there are many similar 
concepts in Arthurian legend. 

life Graeme Davis 


Bibliography 


The main sources used in this article are as follows: 


Coote, H C 'On the Legal Procedure of the Anglo-Saxons' 

Archeo/ogia XU (1867), pp 207-18 

Gibson, W S 'On some Ancient Modes of Trial, especially those in which 
Appeal was made to the Divine Judgement through the Ordeals 
of Water, Fire and other Judicia Dei' 

Archeo/ogia XXXI (1847), pp 263-97 

Pearsall, R L 'Some Observations on Judicial Duels, as practised in Germany' 
Archeo/ogia XXIX (1842), pp 348-61 

Vidal, R S 'Some Remarks on the different kinds of trial by Ordeal, which 
formerly prevailed in England' 

Archeo/ogia XV (1806), pp 192-7. 

Archeo/ogia isthe Journal of the Society of Antiquaries of London. 

Ancient sources mentioned in the text can all be found in the 
paperback Penguin Classics series. 


12 


IMAGINE magazine, November 1984 





Tjrmerrnan ' The Doman ' ' TheWon ' Fbhlo Tanq uay ‘ The Rubbermon ' Borin Anima/masfeJL 


E 

S 

I 

w 

D 

C 

Ch 


9 

13 

12 

18 

12 

17 


1 9 PABLO FANQUAY'S FAIR 1 9b 

Pablo Fanquay's Fair has been a welcome sight around the labyrinthine 
streets of the League for many years. Although the individual 
performers come and go, Pablo manages to maintain high standards 
and so his Fair is hailed as the best. It's not an easy reputation to 
maintain; there are other Fairs, not all run by honest law-abiding 
citizens like Pablo. Bribing acts to move from one Fair to another is 
common practice, and star performers mysteriously disappear. But as 
few questions are asked of the past in the Guild of Thespians, star 
performers can mysteriously appear as well. The Guild of Thespians is a 
strange body; a performer is not expected to join immediately but only 
after proving his or her talent. It's interesting to note that there has H 

never been a popular street performer that was not a member of the S 

Guild. Pablo is a member as are all of his troupe. They live in brightly I 

coloured wagons, moving from one site to another, never staying more W 

than five nights in one location, and constantly harrassed by petty D 
officialdom over this By-law or that.... But even on Festival Days, with C 

the restriction on the gathering of crowds, the show must go on! Ch 18 


19c 


10 

17 

14 

13 

9 


The Rubberman (aka Longelf); M; Fr6; N/LN; 

No weapon; AC 6; hp 20/30; 

□ Dull cloth smock and trews during the day, red trunks 
during performances 

□ Tumbler and Contortionist (Thespian) 

□ Selfish, introverted, mean, trustworthy, paradoxical 

□ No known friends, confidant of Pablo (19a) and is his 
deputy 


The Man (aka i'Nimma); F; Fr3; L/LG; 

No weapon; AC 9/10; hp 9/12 

□ Various costumes depending on the performance, always 
plays a man 

□ Mummer (Thespian) 

□ Warm, generous, caring, shy, stubborn, will of iron 

□ Twin sister of The Woman (19d), niece of Fiorrantanis (9b) 
and Deorrantanis (50a) 


19a 

Pablo Fanquay; M; FriO; C/CG; 

Whip; AC 5/6; hp 40/60 

S 

12 

□ Normally in brown leathers, but at show-time dons a 

1 

17 

scarlet robe with yellow trim and a tall green hat with a 

w 

14 

huge bright feather 

D 

16 

□ Showman (Thespian) 

C 

15 

□ Loud, charming, shrewd, devious and unscrupulous 

Ch 

18 

□ Claims acquaintance with practically everyone of note, all 
know of him but few know him - an enigma 


1 QJ The Woman (aka i'Nemma); F; Fr3; l/lg; 

No weapon; AC 9/10; hp 9/12 
H 

S 10 □ Various costumes depending on the performance, always 

I 17 plays a woman 
W 14 □ Mummer (Thespian) 

D 1 3 □ Warm, generous, caring, cocky, stubborn, will of iron 

C 9 □ Twin sister of The Man (19c), niece of Fiorrantanis (9b) 

Ch 18 and Deorrantanis (50a) 


IMAGINE magazine, November 1984 


13 







































































1 

CO 

CD 

H 


S 

17 □ 

1 

13 □ 

W 

14 □ 

D 

11 □ 

C 

14 

Ch 

13 

1 

9f 

H 


S 

8 □ 

1 

9 

W 

7 □ 

D 

18 

C 

12 □ 

Ch 

18 □ 


Borin Animalmaster; M; F8/R8; L/NG; 

Trident and whip; AC 5; hp 55/60 

Huge, dark and bearded, wears chain mail over leathers 
Retired adventurer now Animal Trainer (Thespian) 

Jolly, loud, cheerful, secretly deeply sad 
A loner - Borin has away with animals, he considers them 
his friends; his current collection includes a boggle, a 
dakon and two owl-bears 


Zimmerman; M; Th7; c/LE; 

Dagger; AC 7/8; hp 20/35 

Handsome (for a human), tall, blonde, dresses in colourful 
silks 

Full-time thief, singer (Thespian); Zim sings beautifully but 
still makes more money as an expert pick-pocket 
Charming, mesmeric, sneaky 
Brother of Flossy Jostle (1b) 


19g 


Accompanying the Fair are six boys and girls who clean and 
cook for the troupe and twelve men-at-arms who double as porters. The 
men-at-arms are all F2, hp 9 and are armed with spears and 
broad-swords. 


STORYLINES 

1. It has been a worry to Pablo for some time that a crafty team of 
pick-pockets seems to be dogging the footsteps of his Fair. Although not 
a gnome to begrudge anyone a living, Pablo doesn't want to acquire a 
reputation that might prejudice his earnings. Thus he is quite likely to 
hire a few sophisticated adventurers to find out what is going on. In fact 
it is Zim who is picking pockets whilst he walks amongst the crowd 
singing. His singing is so beautiful, his normal chance of being able to 
escape detection is doubled (to 42% in AD&D games). 

2. In the troupe are twins who are brilliant mummers. They enact the 
roles of ordinary folk with great poignancy; touching the hearts of all 
who watch with their carefully drawn portraits of everyday life. The DM 
can use them for several purposes; one of which is to introduce 
adventures to the players. In these days of great superstition, a 
mummer's show might attract great attention and it would not be hard 
for PCs to hear of it. They could then watch the show and recieve what, 
to them, seem like clear instructions. If questioned, the twins will 
always say that their performances appear to them in dreams and will 
offer no further information. For example, if a DM wants players to 
embark on module SI (being a sadist) the mummers could tell of a 
wolf-hunter and her husband out on a hunt during which they found the 
entrance to the Tomb of Horrors. The mummers describe how to get 
there and even introduce some extra clues about the dungeon. 





Not everyone in the world makes their living from seeking out nasty 
holes in the ground and persuading innocent cockatrices and shambling 
mounds to give up their hard earned cash. Some people actually work 
for a living. Not least among this peerless group are those who work 
within the brotherly embrace of .the Guild of Thespians. Nowhere is the 
distinction between the haves and the have-nots more clearly defined: a 
Thespian with talent can be assured of fame, food, and a fortune; one 
without could have fame of a kind, inedible food thrown at him or her, 
and be fortunate to escape alive. Even in the City League there are those 
who care genuinely about public opinion. 

Counted among the Thespians you will find: 

actors, either singly or in bands, who with memorised word and 
studied movement recreate heroic deeds or moments of love 
unrequited; 

yarners and jokers repeating sagas of epic proportions and merry 
jests; 

prestidigitators astonishing the crowds with their sleight of hand 
(or, who knows, genuine magic!); 

jugglers apparently defying gravity and appearing to have four 
hands (those jugglers that already have four hands would be 
expected by the discerning crowd to appear to have at least six); 
acrobats performing death-defying stunts and fine feats of 
balance; 

ventriloquists causing consternation by casting their cries about 
the courtyards; 

animal trainers and their performing xorns, hoar foxes and 
gelatinous cubes; 

dancers enchanting all with their grace; 

mummers causing laughter and tears and never uttering a word; 
singers giving voice to the feelings of the ordinary people and 
keeping a wary eye open for any wandering bards (you might seek 
to emphasise their monopoly in that field); 
all these and more you will find — each one vying with the next for the 
praise and reward of the crowd. 


reeft® ©£ {tike Gift j L@agune 

The most important ability needed by the PC is charisma. How much can 
be earned will depend upon charisma, the mood of the crowd and the 
local conditions. 

In order to calculate how much is earned the DM should use the 
following procedure: 

1. Establish how many people come to watch by rolling 1 d 12 and 
adding the result to the character's charisma 

2. Apply the modifiers shown below to calculate the final number of 
people watching at the end of the performance. If you are not sure which 
option applies, roll 1d6 to determine the modifier in each case. The 
modifiers are cumulative. A fortunate soul with a high charisma could 
have as many as 240 people watching by the end of the performance. 


Modification DOUBLE SAME 

Area of City League (1) Wealthy (2-4) Normal 
Local activity (1-2) Holiday 1 (3-5) Normal 

Neighbours (1 -3) Near Event 3 

Weather (1-4) Fair 


HALF 

(5-6) Poor 
(6) Day of Gloom 2 
(4-6) Near others 4 
(5-6) Rain 


Notes: 

1 —A holiday would be a day of public celebration likea Feast day orthe 
day of a hanging; not to be confused with Festival Days, during which 
assemblies of more than 30 people are supposedly banned 

2 — A day of gloom would be one on which newtaxes had been declared 

3 — An event would be something like the Circus or a public flogging 

4 — If the performance takes place near Thespians remember they are 
likely to take a very dim view of the competition and may well get a bit 
rough. 

3. Each watcher will then throw 1d4 copper coins as reward for the 
performance. 


What then of a PC who needs to make enough for a hot supper and a 
night's shelter? As can be seen there are many professions to lure him, 
all of which fall under the aegis of the Guild of Thespians. Naturally, a 
player will be well advised only to attempt those things at which the 
character would have a reasonable chance of being competent. 
Remember, though, that no PC would ever be as good as a trained 
Thespian — they simply would not have the time to acquire the expertise 
and polish. A magic-user or illusionist should have no fears of 
prestidigitation or ventriloquism, or of providing entertaining light 
shows to enhance the performance of actors or mummers. Thieves and 
thief-acrobats could reasonably expect to be successful as jugglers, 
dancers or acrobats — though the thief-acrobats should remember that 
the skills required in the class are not designed to be appreciated by a 
critical and ignorant public. 

14 


A successful performance may bring its own problems as if more than 
150 gather to watch the District Militia will arrive in 1 d4 turns to ask 
them to move along. In the meantime, the performers may find that they 
have upset a few travellers and traders by blocking the streets. Similarly 
if more than 200 copper coins are thrown then the local beggars and 
thieves will 'help' the PC remove them at the rate of 1d20 coins per 
melee round until the remainder are removed. 

PC Breakdancing: A more entertaining way of achieving similar 
results is to get the player to describe the performance the character is 
going to give (make sure it's something possible), and then to act it out in 
front of you and the other players. You can then score the performance 
on a scale from 1 to 20 and multiply that score by the character's 
charisma to get the number of copper pieces thrown. 

IMAGINE magazine, November 1984 




‘Deep in the. heart of'Vehnore has groum the City League; 
a mighty hive of humanity, offering everything an 
adventurer could desire. Loch month I9dAQI9fL 
magazine presents a few Buildings from within the City: 
describes their inhabitants; and offers one or two ideas for 
adventures. This provides an ideal campaign base for the 
TtM who can collect these articles and s teadily Build them 
up into the most comprehensive campaign setting 
available. Copy them, or cut them out and store them in a 
ring file — and you need never Be short of an idea for a 
City encounter again. 


PEL1N * 1 


THE CITY LEAGUE 


qROUOD FLS3DR. 



ATTIC FUDR. 

ai 


5 


0 




FRQT2T D1EU) 


14 THE COCK O'TH'WALK TAVERN 

by Graeme Drysdale 

TfteR ules 

Know then, o warrior, that these are the rules of combat: - 

pay 5 gold for the honour 
enter the arena nafpd and weaponless 
foreswear foul uHzardry 

fight until your foe yields or cannot provide defence 
defend your name each day 

the value of transgressions will taken out of your hide 
so fight on, be daring and may Cram spit in your eye 

The Cock o' Th' Walk Tavern is an establishment jointly owned by two 
brothers, Arbal and Asakrin Stoutheart. The tavern has been the family 
business for generations, providing satisfactory meals and beverages at 
reasonable prices year after year and, consequently, bringing in enough 
wealth to keep the occupiers comfortable. However, when the brothers 
took over the management after their father's death, they introduced a 
new source of entertainment, legal yet dangerous, which has made the 
tavern unique and one of the most enjoyable drinking houses in the 
League. 

For five years now the tavern has had a champion, the 'Cock o'Th' Walk'. 
Shortly after dusk, each evening without fail, the 'Cock o' Th' Walk' 
enters the arena within the tavern and takes on an individual in hand-to- 
hand combat. Whilst the preliminaries are observed, hundreds of gold 


pieces change hands in bets, side-bets and side-side-bets. The victor is 
awarded the Golden Cockscomb as a trophy and bears the title The Cock 
o' Th' Walk', but must return the following evening to defend the title 
against further opposition. The victor also gains the fight money paid by 
both contestants and on first becoming the champion may drink at will in 
the inn. The current champion, undefeated for an unprecedented seven 
weeks, is Ungol the 'Orrible (14f). 

AD&D game: contestants may use the pummeling, grappling or 
overbearing tables (DMG pp72-3); the normal combat tables, counting 
Ohp as unconcious rather than dead; the rules from the Companion Set; 
or the new rules in DRAGON® # 83. 

D&D game: contestants should use the unarmed combat rules from the 
Companion Set; the wrestling rules from module X2 or the normal 
combat rules, counting Ohp as unconcious rather than dead-fists doing 

1 d4 points of damage (plus strength bonuses), unconcious contestants 
recovering in 1 d6 turns. 

The tavern sells most types of food and drink, even if the quality is not 
what it might be. Although usually busy, from dusk until midnight the 
place is totally packed out. Brawls are quite likely to break out due to all 
the hustling and bustling that takes place. Also, undesirables like Bando 
and his friends (14g-i) and Hishael (14j) frequent the premises. There is 
a 25% chance on each visit to the tavern that someone tries to pick a 
character's pocket. Security in the tavern is maintained by the staff 
(14c-e) and the owners (14a&b). They will deal with miscreants vigor¬ 
ously and will insist that weapons (except daggers) and shields are left 
with the staff. 


IMAGINE magazine, November 1984 


15 



































































































































Workers at the Inn 


14a 


Arbal Stoutheart; M; F4; l/ln; 
Shortsword; AC 7/8; hp 20/28 


14h 

H/E 


s 

16 

□ Red silk shirt, brown trousers, red sash round waist 

S 

16 

1 

12 

□ Joint owner of Cock o' Th' Walk Tavern (14) 

1 

13 

w 

10 

□ Jolly, talkative and hard-working 

W 

8 

D 

16 

□ Brother of Asakrin (14b) 

D 

18 

C 

9 


C 

12 

Ch 

11 


Ch 15 

14b 

Asakrin Stoutheart; M; F2; L/LG; 

Dagger; AC 8/10; hp 12/17 

1 

4i 

H 



H 


S 

15 

□ White shirt, pale grey waistcoat, grey trousers 

S 

17 

1 

12 

□ Joint owner of Cock o' Th' Walk Tavern (14) 

1 

8 

W 

14 

□ Small and stocky, red faced, kindly but firm 

w 

5 

D 

14 

□ Brother of Arbal (14a) 

D 

16 

C 

15 


C 

16 

Ch 

10 


Ch 9 

14c 

Isabel; F; F3; L/LN; 

Mace and dagger; AC 6/7; hp 12/16 



H 

s 

12 

□ Padded leather jerkin and leggings 

1 

4j 

1 

13 

□ Barwoman/bouncer 

H 

w 

8 

□ Generally unhelpful and only interested in herself (and 

S 

14 

D 

15 

money!) 

1 

17 

C 

14 

□ Sister of Hishael ( 14j ) whom she dislikes, knows Ungol 

w 

r 12 

Ch 

14 

(14 f), believes Surreal (14h) stole back a ring she bought 

D 

18 


1 

4d 

H 


S 

15 

1 

10 

w 

11 

D 

16 

C 

12 

Ch 

12 


from him and wishes to betray him to the District Militia 


Calvorn Chaospreacher; M; F4; c/CN; 

Mace and dagger; AC 5/6; hp 18/23 

□ Leather trousers and jerkin hidden beneath a green cloak 

□ Barman/bouncer 

□ Believes only in freedom and individuality, hates law and 
makes sure everyone knows it 

□ Friendly with Ungol (14f) 


Surreal; M; T4; C/CN; 

Longsword, dagger; AC 6; hp 11 /16 

□ Tall, slight, handsome, wears green cloak, grey shirt with 
white sash, green trousers, green cap 

□ Burglar/Robber, also a f/etcher 

□ A real heart-breaker 

□ Member of the local thieves' guild 


Eskis Coldbone; M; T3; c/CE; 

Longsword; AC 5/6; hp 1 6/20 

□ Evi1-looking; wears leather trousers, grey fur jacket, fur 
cap, brown shirt 

□ Robber/Cutpurse, also a hunter and furrier, bounty hunter 

□ Stupid, vulgar amd smelly 

□ Independent operator, infamous amongst rangers due to 
his hunting activities, knows many hunters and bounty 
hunters 


Hishael; F; MU6; N/NE; 

Dagger +1 ; AC 6/2; hp 27 

□ Stunningly good looking; wears silk laced skirt in white 
and gold, gold headband, dagger+1, 

AD&D game: bracers of defence AC6, wand of fire (12 
charges), scroll bearing 1 -(23), 2-(23), 3-(18) 

C 16 D&D game: wand of fire-balls, scroll bearing 1-(10), 
Ch 18 2-(10,11) 

□ Witch/Magician 

□ Crafty, malignant and very, very dangerous 

□ Sister of Isabael (14c) whom she dislikes, knows Safrine 

(9e) 

Spell Book: D&D 1-(1*, 6, 8, 9, IV, 12) 

2- (1, 3, 5*, 6, 9, 12*) 

3- (6*, 9*, 10, 11) 

AD&D 1 -(2*. 3*, 8, 9, 16*, 22, 25*, 30) 

2- (2, 5, 9*, 10, 15, 24*) 

3- (16*, 22*) 


14e 


D 

S 

I 

W 

D 

C 

Ch 


17 

9 

10 

8 

17 

8 


Dalin 'the Dour'; M; Dw5/F5; n/N; 

Mace and dagger; AC 8; hp 30/43 

□ Grey shirt, leather waistcoat, gloves and leggings 

□ Bardwarf/bouncer 

□ Quiet, sombre, dismal and completely, staggeringly 
boring! 

□ Brother of Shoril Ge me utter (16 a), has known Bando (14g) 
since he was little though they are hardly friends 


14k 

h/v 2 

S 17 


W 

D 

C 

Ch 


14 

15 
12 

16 
13 


Anatol; M; F6/R6; N/NG; 

Longsword +2; AC 3; hp 40/51 

□ Tall and wiry; green-stained travel cloak concealing 
chainmail +2, helm, scroll of protection from lycan- 
thropes, boots of speed 

□ Myrmidon/Guide and bounty hunter 

□ Shrewd, worldly wise, very neutral (good), hopelessly 
enamoured of Hishael (141) 

□ Knows Hishael (141) 


14f 

h/v 2 o 

S 18 86 
I 9 
W 7 
D 18 
C 17 
Ch 4 


1 

4g 

h/v 2 

s 

ii 

1 

15 

w 

8 

D 

17 

C 

16 

Ch 

10 

16 



Regular visitors to the Inn 
Ungol the 'Orrible; M; F6; c/ce; 

No weapon; AC 6; hp 40/56 

□ Grey loin cloth (outside the arena: platemail +2 over grey 
shirt and trousers - AC0, broad sword +2 ) 

□ The Cock o' Th' Walk (normally Myrmidon) 

□ Tall, ruthless, utterly depraved, capricious, fearless - all- 
in-all a splendid chap 

□ Independent, few friends and no family; Ungol is a 
magnificent brawler; in the AD&D game he gains 10% on 
the base score to hit and 15% on the damage done (or +2 if 
normal combat rules are used); in the D&D game +2 to hit 
and damage 


Bando Bushfoot; M; T6; n/N; 

Shortsword +2; AC 7; hp 14/27 

□ Brown cloak and trousers, white shirt 

□ Sharper/FUcher 

□ Jovial, bright-eyed and intelligent, but gambles without 
using his brains - and always loses 

□ Son of Goldy and Haffo Brushfoot (17a&b) the cobblers 
(17), member of the local thieves' guild, knows Dalin (14e) 
and Shoril (16a) who is his parents' neighbour 


PLOTLINES 


1. Why does an attractive, talented and powerful woman like 
Hishael spend her time in a dive like this; why does Anatol follow her; 
what have the mysterious Knights Ocular to do with it all? Someone, 
somewhere will be looking for answers — and someone to find them! 
The truth is that Hishael is luring attractive men (Chi 5+) to her rooms 
(using spells if necessary) where she kills them, loots the bodies and 
uses the remains to concoct potions and poisons. She is being watched 
by Anatol who oftens thwarts her plans (the chance of her approaching 
an appropriate man is 75%, the chance of Anatol subsequently foiling 
her is 50%). Anatol has been hired by the Knights Ocular through a 
mysterious go-between; in fact he is supposed to have eliminated 
Hishael on behalf of the Knights, but because of his feelings for her is 
failing in his duty. He is very fightened that the Knights might come 
looking for them both. 

2. If Dalin could be persuaded to talk, what secrets could he tell of 
the cellars beneath his brother's shop? Once those cellars housed 
prisoners; men and women with maps to hide, evidence to lose, treasure 
to bury for later recovery. Shoril isn't going to want to find strangers in 
his cellars, and with the courthouse right next door he won't be slow to 
call for help. 

3. Sooner or later, Isabel is going to overcome her reserve, and 
challenge Surreal about that necklace. Or will she be looking for an ally 
to do the dirty work for her? And just what will the other occupants of the 
Tavern do when a loud brawl breaks out.... 


IMAGINE magazine, November 1984 


Games 


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17 




































































































Compelling fiction of the underworld from Richard WLee 

PRINCE 

OF 



T he three could at best be 
described as slovenly, seated as 
they were in a raucous, loud- 
laughing group. 

It was with some surprise that the 
onlooker noticed it was the leader who was 
the worst in this respect. He watched the 
revelry with distaste, at a loss to see why 
this pig of a man had earned such renown. 
True, he was a tall man, imposing perhaps 
when standing, but when seated, his huge 
paunch made him more disgusting than 
fearsome. His features, too, were grotesque. 
The mouth was big-lipped and ugly, and 
little complemented by a snubbed nose 
shining with grease; even the cheeks, 
shrouded as they were with a heavy orange- 
blond beard, were pitted and drooping. But 
the eyes were the most unpleasant. A light 
liquid blue in colour, they never remained 
still for a moment; they seemed somehow 
hunted, or hunting, and they were un- 
mistakeably cruel. However, for all his 
obnoxious qualities, it fast became obvious 
that this bulbous mass of a man had ample 
brains — any idiot could see that. Every¬ 
thing he did spoke of a natural ability to 

18 


lead, to command service. Especially per¬ 
suasive were those cruel eyes, for they 
seemed to pierce far below the surface of 
what they saw, and they missed nothing. 
Yes, on second thoughts he was an 
impressive man. It was well known that by 
his own slippery cunning, Aldran had won 
immense wealth as a merchant — no easy 
feat in a land which regarded riches as the 
province of the well-born. The onlooker 
now began to realise why. 

In a far corner, shadowed from the 
flickering candle-light of the tavern, the 
thief made a resolution to be extra-careful 
with this one. 


X he sun blazed down with venomous fury 
onto the wasteland, staring like a devil’s 
eye on the tortured scrub which defied its 
strangling heat. Across this desolate land¬ 
scape a lone figure moved slowly, his 
mount plodding painfully beneath him. 
Clothed head to foot in a tight-fitting mail 
now thoroughly coated in dust, his protect¬ 
ion like an oven in the hot sun. A steel 
helmet hanging from a heavy laden pack, 
and a long curved tulwar which tapped his 


legs gently in rhythm with the swing of the 
harness completed his equipment. But his 
tired face was unexpectedly jubilant, and 
the sand-stung, bloodshot eyes were fired 
with enthusiasm. He chuckled to himself 
as he thought how easy it had been — easy, 
that was, for a master thief. Drugs dextrous- 
ly slipped into the drinks of companions, 
and the tavern owner bribed to leave a 
certain window open. Tip-toe along the 
corridor. The simple lock picked in an 
instant to reveal a frightened Aldran who 
was easily manipulated in his dazed state. 
Then he too had been drugged like his 
companions. The thief would have given 
much to see his face when he awoke, head 
beating like a drum, and useless rage 
seething through him like vitriol when he 
thought of the one who had outwitted him. 
Now, with his purse full of the merchant’s 
money, new armour and sw T ord, and a 
sturdy horse for transport, he went on to 
who knows what wealth by the fat trades¬ 
man’s map. He took another mouthful of 
water from a large skin, shouted obscenities 
at the furious empty sky, and rode on past 
crimson sunset into the shadowy desert 
night. 


IMAGINE magazine, November 1984 



He had to make good time, however. The 
desert would not long bear the affront of 
such unprotected human life. A brief few 
hours’ rest when it became too dark to be 
sure of the right way, then back to the 
saddle and onwards. After a while he let his 
thoughts wander to help ease the gruelling 
strain of the journey. Strange, he thought, 
that so wealthy a hoard as must be his goal 
was so near to a large town and as yet 
undiscovered. Of course the reason was 
more than in part the legends which 
surrounded the place. The nomads spoke 


of ghosts and demons haunting the area, 
and it was true that some strange stories 
were told of how it came to be ruined. But 
in his experience he had found that any 
deserted city was taboo to those sorts and 
the slightest occurrence out of the ordinary 
was immediately attributed to the super¬ 
natural. He dismissed these thoughts as 
pointless — when the time came he would 
see for himself. That night he camped 
within sight of his mysterious destination. 

As dawn once more crept over the 
landscape, gently pushing the shadows 
deeper and deeper into the ravines, the thief 
prepared himself for the day ahead. Firstly 
he honed his tulwar until it shone, razor 
sharp in the fresh morning light, then 
delicately he replaced it in its low-slung 
sheath. Next he checked through his kit¬ 
bag: chisels, skeleton keys, solvents, climb¬ 
ing spikes and all the other items of his 
trade. All present. Finally he cleaned his 
light armour with oil until he could move 
in it quite freely. All neatly packed, he 
again mounted his horse and started 
forward towards the necropolis. 

The ride that day was easier, the remains 
of an old road allowing quicker progress. 
He reached the fallen walls at the hour 
before mid-day and tied up his horse to let 
it rest in the shade during the heat of the 
day. Time wouldn’t allow that he should 
stop, however, and he walked on alone 
through the shattered gates. The streets 
were silent as death before him, sand 
clawing at crumbled stone, and the gaping 
doorways of long-derelict houses each 
seemed to conceal eyes, watching him. He 
took a careful look at his map. The palace, 
which supposedly housed the vast treasure, 
lay towards the centre of the city. He started 
out by what he thought to be the quickest 
route, though it was difficult to tell in the 
myriad of narrow streets. 

A few hundred yards and he was already 
scared of losing his direction. A claustro¬ 
phobic panic grew in him as one street j ust 
led to another indistinguishable from the 
last. The morbid city rose up all about him, 
as if trying to choke him, but he clutched at 
his courage and walked on until eventually 
he arrived at a richer quarter, with wider 


streets and larger, more opulent-seeming 
houses. At last he reached the forum. The 
silence became even more oppressive when 
he looked around the huge empty square, 
for it brought to mind the hustle and bustle 
of his own home town. It seemed wrong 
that everything here was still. Trying to 
ignore the feeling, he made his way 
hurriedly towards the most commanding 
of the buildings which overlooked the 
market-place, one with two massive 
beaten-bronze doors which fitted the 
description on the map. Steeling himself 


for possible exertion he squeezed himself 
through the narrow gap left by broken 
shutters in a window, and leapt lightly 
down into the darkness of the palace 
beyond. 

Moving suddenly from the blazing light 
of the forum to the shadows within, he had 
to wait some minutes, crouched like a cat, 
till his eyes slowly adjusted. The scene that 
gradually emerged to him out of the gloom 
was one of total destruction. The chamber 
had literally been torn to bits; smashed 
furniture, shattered busts, torn tapestries; 
all manner of debris littered the place. Even 
the pillars showed some marks of the fury, 
for scratches covered every face. He con¬ 
tinued on through the hall, entered room 
after room, all in similar states of destruct¬ 
ion. Indeed no room had escaped the 
scourge, and though he had been told of the 
devastation beforehand, the thief neverthe¬ 
less could not repress a shudder at the 
awesome sight. But these rooms were not 
his goal. He was searching for the king’s 
private quarters, and, more particularly, a 
certain shrine which lay beneath them. 

He rushed on, hoping to pass quickly 
through the disturbing signs of mayhem. 
However, as he sensed himself nearing the 
end of his journey, the small arbours 
through which he had been passing for 
some time came abruptly to an end, and he 
burst out into a vast hall. And somehow the 
atmosphere in the hall was different. 
Everything was ruined, the same as before. 
It was not that. Perhaps it was the size of the 
room, the subtle echoes it produced. No, 
the hairs on his nape would not prickle so 
insistently with mere echoes. Perhaps it 
was the grim black throne which sprawled 
rough-hewn and unlovely, commanding 
the scene in austere, brutal splendour. He 
couldn’t tell. He resolved to cross the hall 
as quickly as possible, and set out at a run. 
But he had not covered half the distance 
before he was possessed with a terrible urge 
to look round. He resisted for as long as he 
could, passing long stone tables and a 
mosaic dance floor without noticing them 
in his hurry to get out of the throne-room. 
But the urge was too great. He turned. 
Gasping with terror, he watched as thin 


wisps of smoke came snaking across the 
floor towards him. And he saw with horror 
that the entrance from which he had come 
was already totally masked by the crawling 
vapours. 

He tried to make a dash for the door, to 
run, but though he strained with all his 
might, his legs would not move. The cloud 
approached, swirling grey mist, ever near¬ 
er. And out of the cloud came the clamour 
of voices, distant at first but coming closer. 
Harsh calls, vicious tones closely enmeshed 
with shrieks, desperate and pained. Sud¬ 
denly, out burst screaming women and 
children, old men carrying babies in their 
gnarled arms as if they could hope to 
protect them, and poor limping beggars 
with tears streaming down their agonised 
faces — all wildly running and stumbling 
and falling. And riding amongst them, 
running them to ground, were cruel men 
beating about them with maces and clubs. 
And if any should stop to help a broken and 
bloodied victim, he too was struck down, 
trampled under heavy horses’ hooves. 
Then a hope came to the thief in a flash of 
inspiration: with his armour, his sword, 
his warlike manner, he might easily pass 
for one of the riders if he played his cards 
right. He just had to lay about himself a bit, 
hack at a few of the wretched fugitives, and 
he might get out of this alive. Hell! What 
could he, one man, do against so many? 
His instinct told him to swing his mighty 
tulwar, strike out at the helpless — after all 
that way he would save at least one life. But 
even as he was reasoning thus, a small boy 
stumbled and fell, an iron clad horse 
bearing down upon him. Better to be dead 
than one of them! The thief leapt, his 
sword swinging lethally at the rider, then 
acrobatically he turned and fell, mailed 
hands protecting his neck, body shielding 
the child, waiting for the pounding hooves 
to impact with his back. 

But beneath him there was only the cold 
stone floor, around him only the swirling 
mist. Relief flooded him, and pulling 
shaking limbs together, he stood and 
started to make his way out of the ghostly 
hall. But even as he tried, his legs wouldn’t 
move, and the mist began once more to 
grow thick around him. Fresh sweat broke 
out on his brow, but he gripped his sword 
and determined to stand his ground with 
valour. 

This time no sound came from the mist, 
but he saw, as if conjured before him, a 
great crowd of people, all gathered in one 
huge square. As he watched, the happy 
faces slowly changed, became glum and 
haunted. As he watched, ten thousand 
healthy faces, healthy limbs and bodies 
began to develop cankerous contortions, 
began slowly to die before him. Not one 
was untouched by the plague, not one 
remained hale as they fell into painful, 
agonising decay. Then as skeletal husks 
were all that remained, the crowd began 
slowly to move, to surge forward; he 
recognised with a numb horror the marble 
pillars and the huge bronzen doors of the 
palace. The dead swept through the rooms 
like a fiery torrent, cleansing the palace 
with their wrath and their destruction. And 
after a while, as was inevitable, they came 
at last to the throne room. The thief 


He was possessed with a terrible urge to look round... 
Turning, he saw with horror that the entrance was 
totally masked by crawling vapours 


IMAGINE magazine, November 1984 


19 






watched them with no particular fear at 
first — it was all a dream portrayed in a 
misty cloud. But then with a start he 
realised that they were becoming more 
substantial and that the tide of their 
destruction was for the moment stopped — 
they seemed to be gathering at the far end of 
the hall; gathering, he thought, in judge¬ 
ment. However, the pause did not last long 
before they were advancing again, this time 
directly towards him. 

As they approached, he looked at them 
more carefully than he’d been able to 
before; the pain, the grief, the despair, all 
struck his sight, and he reeled as if hit by 
physical blows. Lost ones to avenge. Life 
cut short by a death none deserved. A 
cataclysm, a genocide with no purpose. He 
felt them reaching out towards him, 
searching hands coveting his life; the life 
they all deserved. His fear was washed away 
in tears of pity as he watched the countless 
tortured faces, yearning, desperate. This 
should not have had to be! He almost 
welcomed the clawlike hands. All they 
wanted was to still the life which was such 
a cruel mockery to them. They deserved 
better than this! 

But instead of touching him the hands 
passed straight through him. The Damned 
passed him by slowly, to be enveloped once 
more in the insubstantial smoke. At last 
even the smoke faded, and once again he 
stood in the empty throne room. Looking 
around he saw it changed, for now it was 
littered with a host of skeletons, the first, he 
realised with a shock, that he had seen in 
the city. Perhaps now they could accept 
their death. Instinctively he knew that his 
path was now free. 

He ran through the adjoining rooms, 
body and mind feeling amazingly light 
after the catharsis of recent events. And 
eventually he came to a stairwell, carved 
with hideous gargoyles and occult symbols, 
which he knew led to the shrine. Fearless 
now after his ordeal, he descended the stone 

20 


steps without a second thought, to be faced 
at the bottom by a monstrous hexagonal 
temple. All was decorated in obsidian and 
silver and centred on a wide silver pent- 
angle drawn before a bloodied altar. Torn 
and broken in the midst of this pentangle, 
body twisted horribly, lay a single robed 
figure, hands still gripping at a cumber¬ 
some iron coronet. The thief noticed that 
in one corner of the gossamer argent device, 
the thin web was broken by a hairline 
fracture and he thought to himself with 
bitter reflection that this tiny nick had cost 
the life of a city. But the scourge was long 
gone now; called forth by the power of the 
sorceror-king it must obey his command, 
and even when he was dead it could stay no 
longer than his spell had required. 

The thief skirted the altar with due 
respect, and moved to the far side of the 
shrine where lay six grotesquely-carved 
tombs. One of these, the map stated, was 
false. Middle, left. He faced the largest of 
the tombs, carved as the rest, but different 
in that the shape of its fallen lord was 
adorned with jet and gold. He took from 
his pack one of his lock-picks and added an 
attachment which would allow him to 
work a foot or so away from the tomb. A 
few deft twists and he was rewarded by a 
dull click as a thin needle shot out to where 
his hand would have been. He looked with 
distaste at the sharp tip, covered as it was by 
some dark substance — undoubtedly a 
poison. More careful now, he inserted the 
narrow edge of an extremely long crowbar 
into the crack of the tomb’s lid. Prising 
with all his strength and turning in one 
fluid motion to cover his head, he avoided 
the main force of the blast, though broken 
stone stung every inch of his back. A little 
later, when he was sure that there was only 
one explosion planned, he lifted himself 
painfully up and carefully approached the 
now lidless coffin. He looked down at the 
dark, dusty stairs which led to the crypt 
below. 


He lowered himself from the far edge of 
the tomb so as to miss out the first few steps 
and any further traps that might be 
planned there, then gingerly carried on 
downwards along a way which spiralled 
many times, before at last coming to an 
end. The thief sensed before him an open 
space; his footsteps echoed in the complete 
blackness. Feeling that by this stage he 
must be safe, he reached into his pack, 
brought out a lamp and tinderbox and 
quickly struck a flame. The sight that met 
his eyes made his mouth gape wide and his 
heart leap with triumph. A reward indeed 
for his efforts. Chest upon chest, rows of 
chests, each spilling forth its own treasure: 
silverware, chandeliers, bars of all the 
precious metals, chalices, coins, ceremoni¬ 
al armour, gilded helmets, temple orna¬ 
ments — the wealth of a city. He stood for a 
while, mute and motionless. Here before 
him was the power to buy kings, armies, 
nations — even to set up his own prince¬ 
dom. Glorious dreams tore rampant 
through his mind. Galvanised into action 
he leapt at the stairs, fairly raced to the top, 
and without stopping, burst into the 
dimly-lit,shrine. However, as he emerged 
over the top of the false tomb some sixth 
sense screamed a warning. Too late. Before 
he could stop he was in the open. 

Aldran! The bulbous mass of the man 
was unmistakeable even silhouetted as it 
was. But how in heaven’s name could he be 
here now? It was impossible, the thief’s 
reason howled in outrage. The dust of Cal- 
mora, collected at immense peril from the 
jungles of the south, could make a man 
sleep for a week. The strongest would be 
insensible for at least four days, and he had 
blown enough in Aldran’s face to fell a 
Titan. And yet here he was, his greasy 
companions leering from behind the cover 
of heavy-looking crossbows. The fat mer¬ 
chant laughed, humoured by his oppon¬ 
ent’s obvious confusion. He bowed. 

‘My thanks to you. It seems I chose my 
thief well.’ 

‘Chose’ — the thief choked on the word. 
Of course. The only way the merchant 
could be with him now was if he had taken 
an antidote just prior to inhaling the drug. 
That must mean that the fat tradesman had 
been one step ahead all along! The 
realisation brought bile to the thief’s 
throat. Still, he had let the tradesman live, 
he had only stolen his goods... The hope 
died as he saw a small gesture from the 
flabby hand. He watched as if in slow 
motion as a finger slowly whitened with 
pressure on the crossbow’s trigger. At once 
a blur of motion he threw himself to one 
side, hand j ust reaching the nearest knife as 
the quarrel struck his arm, spun him round 
in a circle of red agony and down to the 
dusty floor. Impossibly he had risen half to 
his knees, knife arm back for the throw, 
before the next bolt thudded into him, full 
in the chest. 

‘...be extra careful with this one ...’ 

The words came back to mock him as his 
vision clouded with blood. The laughter 
sailed over to him, distant across the 
blackness; the last thing he heard. 

J& Richard W Lee 
Why not write and let us know what you 
think of fiction in IMAGINE magazine... 


IMAGINE magazine, November 1984 












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Nearer, my God. 

Clerical specialisation in the AD&D® game 

by Chris Felton 


‘Begone, foul creature from the depths!’ 
bellowed Cedric. ‘In the Name of Thor, 
begone from this realm!’ 

‘Nice performance,’ commented Count 
Dracula, ‘if a little overacted. But in the 
name of a thundergod, shouldn’t you blast 
me with a lightning bolt ?’ 

‘Get thee hence, foul creature of darkness! 
I shall truly blast thee with the wrath of 
Thor! Athmenni, beldizarr cur dratillae...’ 

‘Flame strike, hmm? No originality, you 
clerics.’ The column of flame roared down 
around the Vampire. ‘Now, if you’d hit me 
with a thunderbolt you might have done 
some real damage, but I knew you were 
coming, so I’m wearing my ring of fire 
resistance and I’ve got a fire resistance spell 
running. Now it’s my turn. I hope you’ve 
washed your neck...’ 

One of the pleasures of being a cleric is 
that you are a representative of your deity 
in the eyes of the commoners, and a cleric 
should strive to be as close to his god as 
he can. If a deity's favourite garb is a blue 
tunic, the cleric should wear blue tunics 
at all times; and if his holy symbol is a 
two-handed sword, the cleric should use 
a two-handed sword in battle. But there 
are problems with this: clerics of thunder- 
gods get no lightning spells, gods of 
knowledge give their clerics no more 
information than any other deity, and so 
I on. 

But now, from the Nine Thousand, 
Eight Hundred and Fifty-Third Deccennial 
conference of Heads of Pantheons comes 
good news: the Elder Gods have made 
concessionsto rightthese imbalances. In 
future, clerics will have special rules 
which will tie them more closely to their 
God's prime attribute. 

Clerics whose Holy Symbol is a weapon 
will in future use only that weapon in 
combat. The Elder Gods realise thatthis is 
hard on those clerics whose gods are 
known for their missile weaponry, but 
that is their problem. 

Any cleric whose Holy Symbol is a 
weapon found using any other weapon 
will incur the wrath of their god. If the 
offence is minor — for example, using 
such a weapon in a moment of self- 
defence without premeditation — the 
punishment will be correspondingly 
minor: two months serving in the Temple 
followed by two months on half-spells 
seems reasonable. Greater offences, of 
course, will incur greater penalties. 

Below is a summary of the concessions, 
and attendant penalties, applied by the 
Elder Gods. Of course, all restrictions 
from the DEITIES & DEMIGODS™ Cyclo¬ 


paedia still apply. When bodily attire is 
specified as 'armour', any sort may be 
worn; a specific type must be worn if it is 
listed; and if 'robes' or 'tunic' are listed 
armour which is not too bulky may be 
worn beneath it: leather, padded, ringmail 
or chain. Anything else will tear the tunic 
to shreds almost immediately, but even 
the listed armours will ruin the clothes 
over them in 2-5 weeks (less for cheap 
clothing), so wearing armour under 
clothes except on adventures is strongly 
discouraged. 


If 'kilt' is specified, a tunic of any of the 
non-bulky armours may be worn over it, 
so 50% of blows will be at the AC10 legs, 
the others atthe armoured body. Similar¬ 
ly, if a bare head or light (leather) cap are 
worn, 20% of blows will be at the AC10 
head. 

Each pantheon has its own internal 
rules, which are listed at the start of the 
pantheon. The player character clerics 
should know these rules and observe 
them. Below are a few additional vari¬ 
ations for servants of individual deities. 


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Celtic Mythos 


Arawn: No raise dead spells are grant¬ 
ed, but slay living is fourth level. 

Brigit: Resist fire is first level, resist 
cold second, and flame strike does 6d10 
damage. 

Dianecht: No slay living or cause 
wounds, but healing and curing spells are 
a level lower (except cure light wounds). 
They never fight except in self-defence. 


Manannan Mac Lir: Third level spell 
water breathing. 

Morrigan: Weapon - spear. Clerics 
must carry two at all times, one red¬ 
headed, one yellow-headed. They are not 
permitted to carry 'spares'. 

Oghma: Augury is first level, locate 
object second, divination third, and 
commune fourth. 








































Finnish Mythos 


Nehwon Mythos 


Ahto: Third level spell water breathing. 

Kiputytto: Second level spell cause 
disease (the cure is third level, as usual). 
All clerics suffer from either leprosy or 
'Kiputytto's Kiss', a variant of smallpox. 

Loviatar: Weapon - ground glass dag¬ 
ger (representing her ice dagger, costing 
lOgp from her temples or 20 from a 
master glass-smith). This is more likely to 
break than a normal dagger, and each hit 
against AC5 or higher (or attempted hit 
which hits AC10) requires a saving throw 
for the blade of 10. 

Mielikki: Those of her clerics with 
sufficient wisdom and Charisma are 
Neutral Good druids. Her normal clerics 


use speak with animals as a first level 
spell and animal friendship at second. 

Surma: No raise dead, but slay living is 
fourth level. 

Tuoni: Seventh level spell underworld 
— as astral spell except that the travellers 
go to the Underworld. 

Ukko: Weapon - longsword. This long- 
sword can only be used when it is under a 
flameblade spell (level 1, range 0, durat¬ 
ion 2-5 rounds plus one round per level, 
components VSM, casting time 1 seg¬ 
ment, saving throw none; any longsword 
used in the duration of the spell will act as 
a flame tongue) or if it is a flame tongue. 

Untamo: First level spell sleep. 



Greek Mythos 


Zeus: Third level spell monster sum¬ 
moning /, material component is the 
cleric's blood running from a fresh wound 
to the ground. This wound does 1-3 
points of damage. The higher monster 
summoning spells are also available, at 
the same level as magic-user versions. 

Aphrodite: First level spells friends, 
charm person. 

Ares: Weapon - spear. 

Artemis: Weapon - short bow. In addit¬ 
ion, as a Hunting God, Artemis' clerics 
are permitted to use the dagger for the 
coup de grace. 

Dionysis: Create water spells will 
produce wine, purify water changes 
water into wine. 

Hades: Slay living is fourth level, but 
raise dead still fifth. 

Hecate: Clerics of Hecate must have 


scores of 14+ in both intelligence and 
wisdom. After training to second level 
cleric, they become first level MUs with 
the spells they had as first level clerics in 
addition, and from then on they alternate 
classes — MU1 (Cl); C2(MU1); MU2(C2); 
etc. Weapon - dagger (this restriction also 
applies when they are magic users). 

Hephaestus: Weapon - hammer (horse¬ 
man's only). 

Poseidon: Weapon - trident. These 
clerics can ride horses, their create water 
spell is second level and produces twice 
as much water as usual, and raise water 
is third level (lower water is still fourth, 
create food third) and covers twice the 
usual area. 

Prometheus: First level spell produce 
flame. Clerics of Prometheus must kill 
griffons on sight. 


Death: Slay living is a fourth level spell, 
raise dead sixth (it mucks up his quota). 

Kos: Weapon - longsword or battleaxe. 
If the cleric has sufficient ability, long¬ 
sword and handaxe are used together. 

Earth God: Weapon - poisoned blow- 
guns. Sixth level spell earthquake. 

Tyaa: Third level spell summon birds of 
Tyaa (as monster summoning I). 

Votishal: Clerics of Votishal must have 
scores of 14+ in both wisdom and 
dexterity. They alternate clerical levels 
with those of thieves in a similar way to 
the clerics of Hecate. 


Non-Human Pantheon 

Moradin: Weapon - horseman's ham¬ 
mer. Spiritual hammer is double duration. 

Lolth: First level spell spider friendship 
(as animal friendship). 

Rillifane Rallathil: Second level spell 
tree. 

Maglubiyet: (shamans only) Weapon - 
battleaxe. 

Yondalla: Double duration protection 
from evil spells, animate object is fifth 
level. 

Sekolah: Sekolah provides each of his 
clerics with a shark. Great deeds will be 
rewarded by the gift of a second shark. 
Great clerics have been known to have up 
to eight sharks in attendance. These 
sharks are always of maximum hit points. 


Norse Mythos 

Aegir: Third level spell water breathing. 

Balder: First level spell friends. 

Forseti: Detect He is third level. They do 
not get undetectable lie. 

Frey: Weapon - ice-blue two-handed 
sword. This weapon must be made of a 
special alloy to give it the right colour and 
thus costs 250gp. One will be supplied to 
each first level cleric on credit by the 
temple. 

Hel: Cause disease is second level. 

Idun: On reaching the rank of High I 
Priest, a character is awarded one bite of | 
an Apple of Youth. 

Loki: Third level spell suggestion. 

Magni: Second level spell strength. 

Modi: Weapon - hammer. Double dur-1 
ation spiritual hammer. 

Sif: Weapon - longsword. 

Thor: Weapon - hammer. Clerics of I 
Thor have double duration spiritual 
hammer spells, and their flame strike is | 
actually a thunderbolt (lightning damage). 

Uller: Weapon - longbow. As a hunting I 
deity, Uller grants his clerics permission! 
to use a dagger for the coup de grace. 

Vidar: Double duration silence spells. 


Sumerian Mythos 

Enlil: Weapon - military pick. 

Enki: Third level spell water breathing. | 
Inanna: Weapon - shepherd's staff. 
Nanna-sin: Weapon - obsidianl 
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THE NECKLACE OF >* 


by Phil Gallagher 

Heruvor will be required, noting that it is some days travel from 
any large settlement, and is surrounded by snow-capped 
mountains. One possibility would be to alter the Background so 
that Grilf actually journeys all the way to the City League in 
search of aid, finally convincing one of the Temples within the 
City to help him find adventurers to make the journey back to 
Heruvor with him. 

Ability Checks 

Whenever the module indicates that a character must make a 
strength, intelligence or dexterity check, the player must roll the 
specified ability score or less on 1d20. The effects of a failed 
check are described in each case. 

If you plan to play in this mini-module, please stop reading 
here. The rest of the information is for the Dungeon Master 
(DM) only. Knowledge of the details of the adventure will 
spoil the game for all concerned. 


IMAGINE magazine, November 1984 


INTRODUCTION 

The Necklace of Lilith is a mini-module for the 
ADVANCED DUNGEONS & DRAGONS® game. It is 
suitable for a party of 5-8 Good-aligned clerics of levels 
6-8, and has been designed to introduce the new clerical 
spells detailed on page 32. If you wish to put a party of 
mixed classes through the module, the party should 
contain a cleric of level 7 or higher. 

Details of the geographical setting have been left deliberately 
vague, so that the DM can set the module within an existing 
campaign. If the Pelinore campaign is being used, the DM 
should note that Heruvor and the Western Realms are some 
considerable distance SW of the City League, beyond the 
County of Bereduth (as detailed in the IMAGINE Magazine 
Special Edition). Some means of transporting the PCs to 



25 

























THE NECKLACE OF LILITH 
BACKGROUND 

Extract from an entry in the Heraldic Journals of the western realms, as 

made by Bardan Cemlock, Ipsissimus of the Order of Heralds. 

'In ages past the land of Heruvor was known as the Blessed Realm, for 
the people dwelt under the very gaze of the sky god Tarmenel. Great 
was the god's love for the Heruvians, and with his hand-maiden 
Lilith, he saw that they knew neither drought nor flood, plague nor 
pestilence. 

'It is common knowledge that when the world was made, the gods 
foreswore direct interference in the ways of mortals lest rivalry and 
jealousy lead to war and bitter strife. So it was that by his 
guardianship of the Heruvians, Tarmenel incurred the wrath of all 
the immortal ones, good and evil. One evil god, whom men call 
Pharastus, had long nursed his hatred of the sky deity, and now his 
mind's eye turned to the Mountains of Light surrounding the land of 
Heruvor. The dwarves who dwelt there would make ideal, if 
unwitting, tools for his evil designs. 

'When the great dwarven priest Grymyk suddenly appeared amongst 
them, the dwarves were filled with awe and wonder. Never before 
had a dwarven cleric achieved such fame and power, and in their 
greed and delight they put all suspicion aside. He it was who taught 
them of 'the Great One', and like so many sheep they followed him 
into the dark shadow of Pharastus. 

'Then came the winter without a spring, when Pharastus, judging the 
time was ripe, assailed Tarmenel on this very plane. All that is known 
of that terrible conflict is the lightning that rent the heavens, while 
the ground shook, rivers changed their courses or dried up altogether 
and the fire-breathing Mount Strorm eviscerated the once fertile 
plains of Heruvor. At length the sky god weakened and was forced to 
flee the wrath of Pharastus. 

'The ancient legends tell how Tarmenel, loth to abandon his people 
altogether, somehow managed to leave instructions with Lilith, his 
hand-maiden, whom some say was a demi-god herself. He gave her 
a gem of purest sapphire which burnt with a strange energy, and 
those that gazed at it seemed to see a white falcon — the symbol of 
Tarmenel's love for his people. Thus, when the god fled into the void, 
Lilith stayed behind, forbidden to interfere in the lives of the 
Heruvians; save in direst need when she might use the gem to 
summon Tarmenel back from wherever he might be... 

'The years passed and slowly Lilith healedthe wounds ofthe land. Yet 
now, the dwarves would have no dealings with man. Karyl, the 
dwarven king, grew proud under Grymyk's influence. Gradually his 
mind was poisoned by Grymyk's lies and he grew jealous of the 
Heruvians' good fortune. In time his envy turned to anger and before 
long, the forges and the smiths had no time for rest. 

'Soon the once peaceful plains and forests of Heruvor rang with the 
crash of steel and the cries of the wounded and dying. The followers 
of Tarmenel were no match for the enraged warriors of Grymyk. 
Fearing the destruction of both land and people, Cirrif, leader of the 
Heruvians, sought out Lilith and begged her for aid. She was loth to 
part with the stone that Tarmenel had given into her keeping, yet she 
dared not make use of it herself and so, after much deliberation she 
gave it (and three other magical gems) to Cirrif. With great reverence 
he accepted the gem and, mounting it in a great amulet, made it the 
centrepiece of a necklace of the finest gold. 

'For a while the dwarven advance across the plains was halted, but 
not so the insidious progress of Grymyk's poisonous lies, and shortly 
the slaughter was resumed. In the depths of winter, the Battle of the 
False Gods was fought by the gorge of the river Thunderflow. The 
men of Heruvor were hardy, and with Cirrif bearing the Necklace, 
they found new reserves of strength and courage. But the dwarven 
armies were almost beyond number, and their warriors were crazed 
with the lust for death which Grymyk had kindled in their hearts. As 
the sun slowly westered on that bloody field, Cirrif stood atop a low 
mound while his warriors fell around him. Believing the end was at 
hand he held the great blue stone aloft and cried, "Tarmenel! Master 
of the Skies! Harken to me; aid me in my hour of need!" And as his 
shout rang out, the eyes of many of the dwarves were opened and 
they knew the trickery that had been wrought on them by Grymyk 
and Pharastus. These fled the field, fearing the wrath of Tarmenel, 
who would surely come to aid his people. 

'Butthe sun set. AndTarmenel did not come; for it was not Lilith that 
summoned him... As the dark crept across the sky, Karyl leapt onto 

26 


Cirrif and slew him; yet even as he raised, the Necklace of Lilith aloft 
in triumph, a blade of red steel pierced hiif armourfrom the rear, and 
the Necklace was retrieved by Cirrif'sson. Butthe battle was already 
lost. The remnants of the once proud, human army fled in terror, 
leaving their iands to the frenzied victory dances of the dwarves. 
Cirrif's son approached the mighty gorge and cast the Necklace 
down, cursing Tarmenel and Lilith for the rape of his home and the 
murder of his father. Then, in the blackness of his despair he cast 
himself after it. 

'Thus was the Necklace of Lilith lostto mortal man. But it issaidthat if 
anyoneshouldfind itandcall upon Tarmenel, he will notfailtocome 
a second time...' 

Recent Events 

Tarmenel has been unabletoreturntothe Prime Material Planeforfear 
of an attack by Pharastus. The dwarves of the Mountains of Light have 
declined and were long since abandoned by Grymyk, who now has his 
lair in the heart of Mount Strorm to where the waters of the great river 
washed the Necklace many years ago. However, a descendant of the 
dwarven king Karyl, recently found his way into the heart of the 
mountain, by following the gorge of the Thunderflow. Once inside, he 
discovered the bitter truth of his family's past. For Grymyk is no dwarf, 
but a cambion. Vile offspring of the accursed union between Pharastus 
and his human high-priestess. With his ability to polymorph self 
Grymyk was able to deceive the dwarves and corrupt their king. Grymyk 
has been commanded by his master to guard the Necklace, for neither of 
them dare even touch it — let alone attempt its destruction. 



Unfortunately, the dwarf was captured and brought before the cambion, 
now in his natural form. Grymyk cast a quest spell on his hapless victim 
so that he must bring a good cleric to claim the Necklace. Grymyk knows 
that Pharastus can only destroy Tarmenel on the'Prime Material Plane, 
and for that to happen, Tarmenel has to be summoned... 

The dwarf, named Grilf, made his way to the nearest city and declared to 
the city's ancient assembly of good clerics that he had found the 
Necklace. Wasting no time, they appointed a party of clerics, 
representing all the good alignments. With Grilf as a guide, they are to 
make their way to Mount Strorm and recover the Necklace. 

Starting the Adventure 

If this module is being run for a party of clerics, the characters will be 
summoned by the High Priest of the city and given the Background 
History of the Necklace of Lilith (above). If the players are running 
characters of a mixture of classes, the DM will need to invent another 
method of giving them the necessary information. 

The day after Grilf's revelations, the ancient north wall of the clerics' 
assembly chambers is mysteriously covered in a strange glowing script. 
When deciphered, this turns out to be details of the following new 
clerical spells explained elsewhere in this issue: 

1st level: combine, portent 
2nd level: death prayer 

3rd level: dust devil, remove paralysis, water walking 
4th level: meld into stone, negative plane protection 

IMAGINE magazine! November 1934 














THE NECKLACE OF LILITH 


The clerics will be introduced to Grilf (see below) and before they set out, 
they will be provided with any normal equipment they need. If asked, the 
high-priest will provide each cleric with either a scroll with one spell of 
the character's choice (levels 1 -4), or one of the following potions: extra 
healing; fire resistance; invisibility; speed; water breathing. 

Details of the Gods 

The deities referred to throughout this module are Tarmenel — a Neutral 
Good god of the sky — and Pharastus a Chaotic Evil lord of death. The 
DM may replace these with appropriate deities for campaign purposes. 

The Way In 

Grilf the Dwarf 

The player characters will be escorted by Grilf across the former plain of 
Heruvor to the gorge of the river Thunderflow (area 1). 

GRILF — DWARF, MALE, FIGHTER, LEVEL 6 

S 18 49 , I 1 2, W 14, D 10, C 1 6, CH 7; AC 1 (plate mail +1 and shield); 
MV 6"; F7; hp54;#AT3/2; D 4-10 (strength adjustment and battle-axe 
+1); AL N; xp 91 5; THACO 12 (including strength and battle-axe +1). 

Clothing/Protection: travel-stained cloak and hood over plate mail +1 
and shield 

Weapons: Battle-axe +1, hand-axe % 

Personal treasure: a few copper pieces are all that the cambion left him. 

Grilf is fiercely proud of his heritage, which makes him somewhat 
difficult to get along with. It is virtually impossible to earn his respect, 
short of destroying Grymyk the cambion, or saving the dwarf's life. 

Grilf's story — that he found his way into Mount Strorm by chance, and 
then managed to escape through a secret way unknown to the cambion 
— does not really hold water. This will become more and more obvious 
as the adventure proceeds, especially since he cannot direct the clerics 
any further than the chamber with the dretch (area 5). 

Grilf will not reveal the fact that Grymyk is a cambion. He will only talk of 
'the dwarven cleric who turned my people to evil and now lives beyond 
his natural span of years'. He will offer his services as a guide in return 
for aid in slaying the 'evil priest'. He has no interest in the Necklace, but 
will demand an equal share in any other treasure. 

If the party question Grilf closely they will soon realise that he is not 
telling the whole truth. Attempts to charm him while he is subject to the 
cambion's quest will be unsuccessful. If the clerics are having difficulty 
getting through the Room of Many Ways (area 10), and question the 
dwarf, he will feign bafflement. According to his story, this system of 
rooms posed no problems on his last visit. 

Although quested, Grilf is not stupid and will be as subtle as possible in 
his attempts to lead all but one of the clerics to destruction. For example: 
he will bring up the rear as the party movesalong the gorgeand will not 
warn them aboutthe spectre (area 1). He will claim thatthe side passage 
leading to the water trap (area 4) is the right way to go and will 'wait on 
guard' outside the room while the adventurers try to open the steel 
hatch (should the party escape he will fake shock and dismay, apologise 
profusely and mutter something about 'evil magic'). He knows that the 
Bridge of Fire (area 8) is trapped but will insist that it is perfectly safe. 
Finally, if there is more than one cleric left alive by the time the party 
solves the problem of the Room of Many Ways, he will go berserk and 
attempt to kill all but one. 

Fixed Encounters 

1. The Gorge. 

To gain entrance to the cambion's stronghold, the clerics must descend 
to the path which runs along the northern wall of the gorge of the river 
Thunderflow. Below the path, the gorge is 150 feet deep and the walls 
sheer, smooth and slippery (see DMG pi 9). The river is very deep and 
fast flowing. Anyone falling into it will take 6d6 hit points of falling and 
drowning damage. Unless roped, anyone who falls into the river at this 
point will be swept downstream and into the Guarded Cavern (area 2). 
At this point, a successful dexterity check means that the character 
grabs onto a protruding rock on the eastern wall of the gorge. He or she 
will be able to cling there until the rest of the party arrive to pull the 
unfortunate victim to safety. If the dexterity check is unsuccessful then 
the character will be swept into the underground lake and onto its rocky 
shore (see area 6). 

IMAGINE magazine, November 1984 


The path is also the haunt of the spectre of Karyl (see Background) 
whose blind obedience to Grymyk and cruel slaughter of the Heruvians, 
hascondemned himto hauntthesecavernsfor all eternity. If theclerics 
are foolish enough to enter at night, the spectre will attack them outside 
the tunnel entrance. Anyone hit must make a successful dexterity check 
or fall into the river (see above). During the day, the spectre attacks 
anyone entering the tunnel which leads to the Guarded Cavern (area 2). 

Karyl — dwarven spectre: AC 2; MV 1 5"/30"; HD 7+3; hp 35; #AT 1; 
D 1 -8 + energy drain; AL LE; xp 2000; THACO 13; MM. 

The party can avoid a combat with the spectre by making Grilf lead the 
way, although the dwarf will be reluctanttodothis(see Grilf the Dwarf 
— above). Karyl will not attack anyone accompanied by a dwarf from the 
Mountains of Light who can prove his lineage. Thus did Grilf get past the 
spectre when he first came this way. 

Mount Strorm 

All passages under the volcano are natural in origin and consequently 
very uneven. The width varies between 5 and 10 feet and the height 
between 6 and 20 feet. Every 30 feet of passage there is a 25% chance of 
1d4 natural fissures leading off to either side. These will be wide enough 
to accommodate 1 man-sized figure and will taper out after 30feet or so. 
The DM may wish to encourage the players to take refuge in these 
fissures from time to time... They offer no protection from the undead 
(see area 3). 

All caverns are also natural, unless otherwise stated. The ceiling height 
varies between 15 and 30 feet. 


2. Guarded Cavern 

This large natural cavern has evidently been worked and expanded — 
the floor and walls are relatively smooth. The whole area is filled with 
the rushing noise of the river. The river hurtles through a 30-foot-wide 
channel which bisects the chamber. This channel is 100 foot deep with 
sheer, smooth, slippery sides and is only crossable via a 5-foot-wide 
arching stone bridge. Anyone falling into the river will take 6d6 hit 
points of damage and be swept into the underground lake (see 6). 3 
gargoyles watch both entrances to the chamber from the middle of the 
bridge. They will attack anyone stepping onto the bridge. 

3 gargoyles: AC 5; MV 9"/15"; HD 4+4; hp 24 each; #AT 4; D 1-3/ 
1-3/1-6/1-4; SD +1 or better weapon to hit; Int Low; AL CE; xp 285 
each; THACO 15; MM. 

The keystone of the bridge is trapped with a glyph of warding (at the 9th 
level of spell use) which will be activated as soon as anyone steps on it. 
The glyph causes this central 5-foot-square block of stone to shatter — 
dropping anyone stood on it into the torrent. Victims may make a 
dexterity check to see if they manage to grab the far edge of the bridge, 
followed by a strength check to see if they haul themselves up. Failing 
the dexterity check means that they fall into the torrent. Failing the 
strength check means that characters have not got a secure hold and 
will fall into the river in d4+1 rounds unless given suitable assistance. 

3. Gates to the Negative Material Plane. 

As soon as the party enters the cavern a group of four ghouls will 
materialise in the centre of the room and attack. The muffled beating of 
drums (from area 5) can be heard in this cavern. 

There are two caves numbered 3 (3a and 3b) and both function in the 
same way. In both of these rough, natural caverns, Grymyk has created 
a gate to the Negative Material Plane. These will be activated as soon as 
the party enters either room, and once every subsequent turn until 
either the party or the cambion is destroyed. Each time the gates are 
activated, a new group of undead will arrive in each chamber. The 
groups will appear in the order shown overleaf, starting with the ghouls. 

Once they have passed through the gate, the undead will track the 
clerics' emanations of good for 1 hour and attack on sight. After 1 hour, 
or when destroyed, they will return to the Negative Material Plane. 

There is no physical evidence of the gates' presence, although both 
areas will detect strongly for evil. If the clerics cast a combine spell (and 
for the purposes of this adventure they need not all be of the same 
alignment) followed by a prayer spell, the gate will be completely 
destroyed. A death prayer spell will close the gate for 1 turn. 

The groups of undead will come through the gate in the shown order. 
When all the groups have been destroyed/evaded, the DM should start 
again with group 1 . 


27 



THE NECKLACE OF LILITH 


Group 1 — 4 Ghouls: AC 6; MV 9"; HD 2; hp 9 each; #AT 3; D 1 -3/1 -3/ 
1 -6; AL CE; xp 83 each; THACO 16; MM. 

Group 2-1-3 Ghasts: AC 4; MV 15"; HD 4; hp 21 each; #AT 3; 
D 1 -4/1 -4/1 -8; AL CE; xp 274 each; THACO 15; MM. 

Group 3-1-2 Wights: AC 5; MV 12"; HD 4+3; hp 25 each; #AT 1; D 1 -4 
+ energy drain; SD silver or magical weapons to hit; ALLE; xp 665 each; 
THACO 15; MM. 

Group 4 — 1 Wraith: AC 4; MV 1 2"/24"; HD 5+3; hp 30; #AT 1; D 1 -6 + 
energy drain; SD silver or magical weapons to hit; AL LE; xp 755; 
THACO 15; MM. 

Group 5-1-6 Huecuva (polymorphed into giant rats): AC 3; MV 9"; 

HD 2; hp 10 each; #AT 1; D 1 -6; SA Disease; SD Need magical weapons 
to hit; Int Semi; AL CE; xp 83 each; THACO 16; FF. 

Group 6-1-2 Sons of Kyuss: AC 10; MV 9"; HD 4; hp 20 each; #AT 1; 
D 1 -8; SAfear 15' radius, disease, worms; SD Regenerate 2 hp/round; 
Int Low; AL CE; xp 295 each; THACO 15; FF. 

There are two empty torch brackets in the positions shown. If the one 
nearer the secret door is pulled, the door will slide open. Since the room 
(area 4) at the end of the passage beyond the door is a decoy and trap, the 
door has been designed to be found easily. If anyone (not just elves or 
half-elves) checks the walls the door will be found automatically. 


4. Water Trap 

The passage to this room slopes steeply downwards. The wooden door is 
locked and trapped by a glyph of warding at the 9th level of spell use. 
The trap is activated as soon as the door is opened and will cause 18 hit 
points of fire damage to anyone within 10 feet of the door (damage is 
halved by a successful saving throw vs. Spells). 

The room is empty except for a 3-foot-square steel hatch on the western 
wall with five levers underneath. The stone walls, floor and ceiling of the 
room are all damp and the hatch is rusting which should serve as a clue 
to the nature of the room. To open the small steel hatch the levers must 
be pulled in the order 1,3, 5, 2, 4 or else the trap will be sprung. 

First, a heavy steel shutter will slide down to cover the entrance in 1 
round. There is a shallow groove in the walls around the entrance 
(noticed as a secret door or by a find traps spell, for example) where the 
shutter drops down. 

Second, a 1 -foot-square section of wall in the top right hand corner of 
the northern wall will slide open. This is a small duct leading to the 
underground lake. Once open, the water will flood the room in 2 turns. 
The steel shutter can be smashed open (requires 200 hp of damage) or 
raised by a combined strength score of 36 or greater. It fits so smoothly 
into its concealed hole, however, that it will not be possible to raise it if it 
is at all damaged. 

A find traps spell will reveal the fact that the room is magically trapped, 
but the caster must make a successful intelligence check (at -2) to 
determine the correct order in which to pull the levers. 

Behind the hatch is a 3-foot-square, 2-foot-deep cavity containing a 
golden necklace bearing three diamonds (one in a very elaborate setting) 
worth a total of 7500gp. When worn, the necklace acts as a ring of fire 
resistance. There are also 2 bottles containing potions of undead 
control and speed. 

5. Demon Drummers 

Ever since the incursion by Michledonne the paladin (see area 10i), 
Grymyk has stationed two dretch here as guards. Strange unnatural 
rhythms echo down the hallway from this chamber. Amidst stark rock 
walls two dretch beat on kettle drums while a vrock (type 1 demon) 
dances manically around the room. The demons are so engrossed in 
their drumming and dancing that they will be surprised on a roll of 1 -4. 
Once aware of the party's presence the vrock will fly over and attack one 
character with all 5 of its attacks. If attacked by another character it will 
turn on him or her, in subsequent rounds it will choose its targets 
randomly. Itwill not attempt to gate in another demon and will continue 
to fight until killed. 

1 vrock (type 1 demon): AC 0; MV 12"/18"; HD 8; hp 32; #AT 5; 
D 1 -4/1 -4/1 -8/1 -8/1 -6; SA Darkness 5' radius, telekinese 2,000gp 
weight; SD Detect invisible objects; MR 50%; Int Low; AL CE; xp 1595; 
THACO 12; MM. 

One of the dretch will teleport behind a cleric and then use its scare 
ability on the character. The other will create a stinking cloud to cover 
as many characters as possible. It will then use its scare ability. On the 

28 



following rounds the dretch will attack with their claws and teeth. If 
reduced to 8 hp or less they will attempt to flee towards area 3b. They 
have both used their gate ability to bring the vrock to this chamber. 

2 dretch: AC 2; MV 9"; HD 4; hp 18 each; #AT 3; D 1-4/1-4/2-5; 
SA Darkness 5' radius, stinking cloud, scare, telekinese 500gp weight 
andteleport; SD Nil; MR 30%; Int Semi; ALCE; xp 247 each;THACO 15; 
MMII. 

The chamber holds nothing of value other than the two engraved kettle 
drums. These are of dwarven construction and made of gold with dragon 
hide stretched across them (value — 2500gp each). The engravings 
show the dwarven cleric Grymyk holding a religious ceremony in front of 
a host of dwarves. In the background numerous demonic shapes are 
depicted. The drums have a permanent Nystul's magic aura spell cast 
upon them and any detect magic spells will show them to be magical. 
They have no other special properties. 


6. Underground Lake 

This vast underground lake was formed by the river Thunderflow 
flooding a natural cavern under Mount Strorm. Dark, silent and cold, it is 
an eerie place. The water, however, is clean and fresh. 

There are two ways that the party could find themselves here. 
Characters may either be swept here after falling into the river (see 
areas 1 and 2), areas 1 aor they may enterthrough the lair of the marine 
trolls (see area 7). In the first case, the character will be washed up on 
the lake shore. Since the river current is so strong, and the roof over the 
river so low, it is not possible to use a water walk spell to return to the 
Guarded Cavern (area 2), although any character wearing magical or 
non-metal armour may swim that way. In this case, the character will 
need a water breathing spell or device. 


IMAGINE magazine, November 1984 































THE NECKLACE OF LILITH 



In the second case, the tunnel leading to and from the marine trolls' lair 
is itself under water, andanycharacterwantingtogothis way will need 
a water breathing spell or device. 

7. Aquatic Trolls 

The passage from area 3b slopes steeply downwards. After 40 feet it 
starts to get damp, with water dripping from the ceiling and seeping 
through the slime-covered walls. The tunnel ends where a rough, 3- 
foot-diameter fissure leads downwards. The characters will experience 
no difficulty in climbing down this fissure, but after 50 feet it is flooded 
and characters wishing to continue will need a water breathing spell or 
device. The fissure leads downwards for a further 20 feet before 
levelling out into a rough tunnel, at the end of which is a natural cave 
where two marine trolls have their lair. Bright lights or other 
disturbances will bring them to investigate. They will attack on sight. 

2 marine trolls: AC 3; MV 3"//15"; HD 5+5; hp 32 each; #AT 3; 
D 2-5/2-5/3-12; SA/SD Regenerate 3 hp/round while under water; 
AL CE; xp 656 each; THACO 15; MMII. 

Hidden under a large rock covered by a clump of water weed is the trolls' 
treasure: a mace +1, +3 vs. undead, and a sack containing 5000gp. 

A short, flooded tunnel leads to the underground lake (area 6). 


8. Passage of Fire 

A stone bridge crosses a 30-wide chasm. A hundred foot below, red lava 
shifts and bubbles, sending puffs of sulphurous vapours into the air. 
Suspended from the ceiling 20-foot above, is a brass chain which hangs 
down to within six-inches of the centre of the bridge. In the passage on 
the far side of the bridge a lever can be seen on the eastern wall. 

IMAGINE magazine, November 1984 


The bridge is trapped. When the first rank of the party steps onto the 
bridge the southern side will swing quickly downwards, pivoting on the 
far side. Characters will be able to catch the hold of the brass chain and 
swing themselves across to the far side. Otherwise they will fall into the 
lava below, taking 10d6 falling damage and, unless they have a means 
of protection against fire, 10 hit points of damage per round from the 
molten lava. 

Pulling the chain causes a bell to ring, summoning the rutterkin in area 
9. A silence spell cast at the top of the chain will still the bell, allowing 
the party to passthrough area 9 without encountering the rutterkin. The 
bell is clearly visible if anyone looks upwards from the edge of the bridge 
with a suitable light source. 

Pulling on the chain also opens a stone trap-door in the ceiling which 
leads to a lava vent. One round later blobs of molten lava will fall through 
this trap-door into the chasm. Anyone passing over the bridge will take 
2d6 hit points of damage per round from the molten lava. A find traps 
spell cast in the vicinity of the bridge will reveal the trapped natures of 
the bridge and chain. 

Once across the chasm the lever can either be pulled or pushed. Pulling 
the lever downwards activates a glyph of warding (at the 9th level of 
spell use), make a save vs. Spells or be paralysed for 2-8 turns. Pushing 
the lever upwards raises the bridge and closes the trap-door allowing 
safe passage over the chasm. 

9. Flying Fiend 

Providing the characters cast a silence spell on the chain in encounter 
area 8 this room will be unoccupied. If not, and if the chain has been 
pulled, a rutterkin will be hovering abovetheentrancetothiscavern. As 
soon asthe first character entersthe chamber it will attackwith itssnap 

29 






































THE NECKLACE OF LILITH 


tongs. These cause 2-8 hit points of damage when they hit and continue 
to inflict 2-8 points of damage per round until removed. A character 
trapped in the tongs becomes free after spending 1 round trying to 
escape and rolling a successful to hit roll against AC1. A character can 
make one escape attempt per round. Once the rutterkin has grasped a 
character with the tongs it will attack with its two clubbed fists, causing 
fear on any successful attack. Characters struck by its fists must make a 
saving throw vs. Spells or flee for 5 turns. 

1 rutterkin: AC 1 ; MV 1 2" ;HD 5+1 ; hp 30; #AT 1 snap tongs or 2 fists; 
D 2-8 or 2-7 /2-7; SA/SD Darkness 5-foot radius, fear by touch, fly, 
telekinese 1 0OOgp weight, teleport once per day; MR 40%; Int Ave; AL 
CE; xp 605; THACO 15; MMII. 

The rutterkin will not attempt to gate in a chasme and will teleport away 
if reduced to 10 or less hit points. 

10. Room of Many Ways 

This room was created by Pharastus when the Necklace was first found, 
and is meant to prevent anyone other than those of Chaotic Evil 
alignment getting past this point. 

The room is a perfect octagon in plan, with dazzling white walls and a 
plain white domed ceiling. In the centre of each wall is a black wooden 
door reached via three stone steps. The doors are all identical and are so 
constructed that they must be spiked or wedged to keep them open. The 
floor is of a highly-polished black material resembling marble and the 
entire area radiates a strong magical aura. 

When the party first opensthe southernmost door a well-oiled portcullis 
will silently drop down behind them at the point shown on the map. 
Unless someone has remained on the same stretch of corridor as the 
portcullis the party will be unaware of this event. The portcullis is 
described in section 5 below. As soon as anyone crosses the threshold 
an unearthly voice booms out: 'If you cannot hide what you are, you 
must either come and acknowledge your master or remain in this, your 
tomb!' This is a clue both to the nature of the place and to how it may be 
circumvented (see below). 

The eight passages leading to this room are labelled a-h on the map. 
These labels also apply to the rooms at the end of each passage (if any). 

The Floor 

The first lawful good character to step onto or otherwise touch the black, 
marble floor must make a successful save vs. Spells or be sent through a 
dimension door to room'd' (see section 1 below) wherethey will remain 
in temporal stasis (as the spell) until released. 

The Doors 

The results of leaving the room through any door depend on the 
alignment of the character(s) concerned. No matter what exit is taken, as 
soon as the character turns the corner in the passage, he or she will 
unwittingly travel through a dimension door to the passage associated 
with his or her alignment (see below). Characters of different 
alignments who are roped together will still end up in their appropriate 
passages, and the rope will disintegrate. Characters will never be aware 
of travelling through the various dimension doors, although they will 
'see' anyone of a different alignment who accompanies them 'blink out'. 

The only way for the party to get beyond this system of rooms or to 
explore all the passages is the use of a conceal alignment spell. This will 
allow them to avoid all the dimension doors, explore all the passages 
safely and eventually reach room 'h' and Grymyk's inner sanctum 
beyond. 

If Grilf the dwarf is still with the party when the solution is found, he will 
go berserk and attack the nearest character with the intention of killing 
all butoneoftheclerics(seeGrilfthe Dwarf — page 27). He will fightto 
the death, his reason gone, and will be unable to tell the clerics anything 
even if they can restrain him. 

1 . LG — Characters of this alignment end up in passage 'd', but facing 
towards the central room. Thus, to reach room'd', a character mustturn 
through 180 degrees after rounding the corner (of any passage) and 
keep walking. Room 'd' has the same dazzlingly white walls as the 
central room and is empty of furnishings. If anyone of Lawful Good 
alignment ended up here through touching the floor of the central room, 
the character will be found as though in a deep sleep, lying in the middle 
of the room, next to a figure in plate mail who is also asleep. This is 
Michledonne the Paladin. Once removed from the room, Michledonne 
and any other characters will regain consciousness in 2-5 turns. 

30 


MICHLEDONNE — HUMAN, MALE, PALADIN, LEVEL 4 
S 15, I 10, W 16, D 14, C 14, Ch 18; AC 1 (plate mail and shield +1); 
MV 6"; P4; hp 27; #AT 1; D 2-9; SA/SD As standard for class, level and 
abilities; AL LG; xp 225; THACO 1 8; PHB. 

Clothing/Protection: White surcoat over very shiny plate mail, shield +1 
Weapons: Long sword +1 , short bow (quiver with 12 arrows) 

Personal treasure: lOgp, 1 potion of extra-healing, a silver holy symbol 
(value — 75gp) 

Michledonne has a very high opinion of himself. He will take an instant 
dislike to Grilf (if he is still alive) and will 'solemnly swear to restore the 
Necklace of Lilith to its rightful place' (ie on the altar of a temple of 
Michledonne's faith). If the party should refuse to cast a conceal 
alignment spell on Michledonne so that he can accompany them, the 
DM should treat the paladin's long sword as being able to cast this spell 
once per day! 

2. NG — Neutral Good characters find themselves in passage 'e', but 
facing away from the central room. Passage 'e' ends in a false, trapped 
door. Anyone touching it will take 2-5 hit points of electrical damage (no 
saving throw) and travel through another dimension door to end up in 
the middle of the central room. 

3. CG — Chaotic Good characters will always end up in passage 'f, 
facing away from the central room. On entering room 'f' they will be 
confronted by an illusion of the contents of room'd'. Thus they might 
see, for example, their Lawful Good companion (who disappeared on 
touching the floor in the central room) 'asleep' in the middle of the room. 
The illusion will be dispelled if touched and the now empty room will 
echo with eerie laughter. 

4. CN — Chaotic Neutrals travel through a dimension door to passage 
'g', but end up facing the central room. The passage is a dead-end. 

5. NE - Neutral Evil characters will find themselves in passage 'a', facing 
away from the central room. This is the passage from which the party 
originally entered the central room. It is now blocked by a portcullis at 
the point shown (see above). Anyone attempting to bend or lift the 
portcullis has double the normal chance to bend bars/lift gates. 
However, since all the edges of the portcullis are razor-sharp, a 
successful dice roll means that the character takes 1-4 hit points of 
damage, plus any strength bonuses of that character. The portcullis may 
be lifted/bent safely by a character wearing gauntlets. It will take 150 
hit points of damage before being destroyed. 

6. LE — Lawful Evil characters go to passage 'b', but end up facing 
towards the central room. The passage is a dead-end. 

7. LN — Characters of this alignment end up in passage 'c'. As soon as 
the door to room 'c' is opened a revolting stench of death and decay is 
released. The room glows with an eerie green light and contains the 
remains of several corpses in various stages of decomposition. Anyone 
entering the room will be attacked by an apparition. A ghostly form takes 
shape out of the nauseating carrion covering the floor and moves as if to 
strangle whoever has entered the room. 

1 apparition: AC 0; MV 24"; HD 8; hp 40; #AT see below; D see below; 
SAsurprise on 1 -5; SD magical or silver weapons to hit; MR Std; Int Ave; 
AL CE; xp 1400; THACO N/A; FF. 

The victim of the apparition's attack must roll intelligence or less on 3d6. 
Success indicates that the apparition's attack was ineffective and that 
the character is immune to further attacks. A character who fails 
becomes stricken with horror and must roll constitution or less on 3d6, 
failure results in a heart seizure and immediate death. If a character 
successfully resists this second attack, he or she will flee in terror for 
1 -4 rounds during which time the apparition will again attempt to attack. 
The apparition will not leave the room, if successfullyturned by a cleric it 
will become ethereal and flee for the duration of the turning. 

Amongst the debris on the floor is a footman's mace +2, a potion of 
longevity (red with silvery-brown flecks, smells of pine and tastes of 
vinegar), a jewelled holy symbol of a Lawful Neutral deity (value — 

1500gp), two flasks of holy water, three hammers, a set of plate mail and 
a shield +1 . The shield and the holy symbol bear the same device. 

b. CE — Chaotic Evil characters always go to passage 'h' facing away 
from the central room. The room at the end of the passage has walls 
hung with black, velvet curtains embroidered in lurid colours depicting 
various religious ceremonies of the cult of Pharastus. A low table, 
draped with a black cloth, bears an ornate golden bowl (value — 

IMAGINE magazine, November 1984 




THE NECKLACE OF LILITH 


5000gp). The dark red liquid in the bowl glows with an infernal light and 
illuminates the room. There is a large oaken door behind the curtain on 
the eastern wall which bears a strange inscription. 

Any character employing a detect evil spell in this room will discover 
that it radiates a strong evil. The liquid in the bowl is blood. The script on 
the concealed door can be translated by a successful intelligence check 
and says "Grymyk welcomes the followers of Pharastus". 

9. N — Whenever a true Neutral leaves through one of the doors, the 
dimension door will take the character to one of the passages, 
determined at random. The DM should roll d8 and consult one of 
paragraphs above according to the number rolled. 

11 . Grymyk's Inner Sanctum. 

a. Ante Chamber After negotiating the Room of Many Ways (area 10) 
the clerics will find themselves confronted by a pair of huge black stone 
doors inlaid with many strange symbols and devices. The most 
noticeable of these is illustrated below: 

The clerics will instantly recognise 
this as the symbol of Pharastus. 
The doors are magical (see below) 
but not trapped and^vill open at the 
slightest push. 

Inside, the room is lit only by seven black candles, set in a silver 
candelabra (value — 2550gp) suspended from the ceiling. The candle 
flames spit and hiss as they emit tendrils of sweet-smelling smoke 
which twist and swirl ominously when the doors are opened. A black 
marble pyramid stands in the middle of the room and on its flattened 
apex sits a large spherical gem-stone whose colour seems to shimmer 
and change with every passing moment. Beyond the pyramid is another 
set of doors, identical to the first. 

The smoke from the candles is poisonous. Every character must make a 
saving throw vs. Poison for every turn spent inthis room, or lose 1 point 
of strength. If the candles are extinguished then no further saving 
throws are necessary, but lost strength can only be recovered 2-8 turns 
after leaving the room. 

The pyramid is 3-foot-high and bears a magical scrying device. Grymyk 
the cambion wears a ring set with a stone similar to that on the pyramid. 
By looking into this stone he is able to see all round the ante-chamber. 
There is a 25% cumulative chance per turn that he will look into the 
stone. In this case he will be suitably prepared (see below). 

Only one set of doors may be open at any one time. Thus, the stone doors 
leading intothetemple(area 11 b) cannot be opened until the doors into 
the ante-chamber have been closed. 

b. Temple to Pharastus The cavern is lit with an infernal glow from a 
large pit in the middle of the floor, and by numerous spluttering torches. 
But their flames only intensify the colour of the light, and make little 
impression on the gloom. The whole area is oppressively hot; 
sulphurous vapours hang heavy in the air and the ceiling is lost from 
view. A great granite block, draped in a black cloth which bears the 
symbol of Pharastus looms large on the far side of the pit. The cavern is 
large, but the ranks of distorted statues set against the walls make it feel 
claustrophobic. With hideous leers, the piercing eyes of these twisted 
figures seem to follow anyone in the cavern. Every available surface is 
covered in strange runes and sigils; some delicately inlaid in precious 
metals, others rudely carved into the surface of the rock. A heavy chain 
hangs from the ceiling over the pit and disappears from view into it. 

The statues are carved from solidified lava and are both harmless and 
worthless. 

If Grymyk has seen the party through his scrying device he will be 
hidden in the secret room behind the granite block. Otherwise he will be 
seemingly deep in meditation, with his back tothe doors and he will not 
move when the party enters. It is his intention to allow whoever Grilf 
brings here (as a result of his quest spell) to use the Necklace of Lilith to 
summon Tarmenel. He will then summon Pharastus to destroy the sky 
god once and for all. 

The Necklace of Lilith is in an unlocked casket attached tothe end of the 
chain hanging down into the pit. This pit opens into a lava stream at the 
bottom. A character falling into the pit will take 10d6hp of falling 
damage and, unless the victim is protected against fire, a further lOhp of 
damage per round from the lava. The casket is only 20 feet below the 

IMAGINE magazine, November 1984 


edge of the pit, but since the pit is 25 feet in diameter, it will take at least 
two characters to raise the chain and remove the casket. If Michledonne 
is still with the party, he will do his utmostto stop anyone foolish enough 
to want to use the Necklace here. He will insist on "despoiling this foul 
place" and on seeking out the "evil creature responsible for such an 
abomination". He will attack the cambion on sight. 

When the clerics have recovered the Necklace, in an attempt to 
encourage them to use it, the two mephits 'loaned' to Grymyk by his 
master will fly out of the pit and attack. The lava mephit will swoop over 
the party, using its breath weapon, while the fire mephit uses its heat 
metal ability. Inthe next round, thefire mephit will breathe as itclosesto 
melee, while the lava mephit attacks with its claws. If the mephits seem 
to be losing, Grymyk will join in the combat, goading the characters the 
whole time. He will cast slay living at the paladin, followed by 
protection from good 10' radius and hold person. 

1 fire mephit: AC 5; MV 1 2"/24"; HD 3+1; hp 1 6; #AT 2; D 2-4/2-4; 
SA Breath weapon (2-9 or 4), heat metal, magic missile, gate; Int Ave; 
ALCE; xp 214; THACO 16; FF. 

1 lava mephit: AC 6; MV 12"/24"; HD 3; hp 14; #AT 2; D 2-9/2-9; 
SA Breath weapon (1 -6), gate; Int Ave; AL CE; xp 147; THACO 1 6; FF. 

GRYMYK — CLERIC/CAMBlON, MALE, LEVEL 9 
AC 0; MV 1 2"\ C9; hp 50; #AT 3/2; D 7-12 (mace +2); SA cause fear, 
detect magic, polymorph self, attack as F9, clerical spells; 
SD Infravision, clerical spells; MR 25%; AL CE; S 18(10), I 13, W 14, 
D 1 6, C 1 5, Ch 8; xp 5159; THACO 9; MMII/PHB. 

Clothing: black and scarlet silk robes 
Weapons: footman's mace +2 

Spells memorised: First level — command (x2); detect good; cure light 
wounds; darkness 

Second level — hold person (x2); resist fire; silence 
Third level —animate dead; dust devil; dispel magic 
Fourth level — protection from good 10' radius; sticks to snakes 
Fifth level — slay living 

Personal treasure: scrying ring (value — 1750gp). Only Grymyk can use 
this. 

The concealed door behind the granite block will be found automatically 
once Grymyk has been killed. The room beyond it contains a silver casket 
containing 10 x 5,000gp gems. 

Using the Necklace 

The Necklace of Lilith is made of engraved gold, set with many glittering 
gems. A gold and silver amulet is suspended from the centre and in it is 
set a dazzling sapphire. Anyone staring into this sapphire will see the 
image of a white falcon deep within. Anyone of an Evil alignment will 
take 3-30hp of damage from touching the stone. The Necklace is a 
mighty artifact, and the DM should be extremely wary of allowing the 
party to keep the central stone. There are three other magical gems, 
however, and their properties are detailed below: 

a) gem of atonement (diamond) — allows the bearer to cast this 5th 
level clerical spell once per day. 

b) gem of curing (ruby) — allows the bearer to cure either blindness, 
disease, or serious wounds once per day. 

c) gem of karma (emerald) — allows the bearer to cast one spell as if four 
levels higher (with respect to range, duration, etc) once per day. 

Pharastus has the power to destroy both the party and Tarmenel, should 
the latter come to the Prime Negative Plane. It is therefore suggested 
that attempts to use the Necklace while Grymyk lives should be 
unsuccessful. Moreover, once the cambion has been destroyed, 
Michledonne (if still alive) will insist that the Necklace be taken back to 
the assembly of clerics (see Background — page 26) and will attack any 
cleric attempting to summon the Sky God. Once these minor problems 
have been overcome, Tarmenel can be summoned automatically by any 
cleric of Neutral Good alignment who invokes the deity's name while 
wearing the Necklace beneath the open sky. The DM may use his 
discretion as to what reward, if any, the Sky God sees fit to give the 
clerics, but he should demand the return of the Necklace, and grant 
them one wish or one seventh level clerical spell in exchange. 

Credits 

Author: Phil Gallagher 

Art: Brian Williams; Cartography Paul Ruiz 
Thanks to Jim Bambra and Huw Jones. 



31 




New Clerical Spells 

by Gary Gygax and Len Lakofka 


The following official clerical spells 
appeared first in DRAGON® magazine 
#58, February 1982. They are presented 
here in much compressed form. 



Level 

Duration 

Range 

Area of Effect 

Components 

Casting Time 

Saving Throw 

Ceremony 








{Coming of Age) 

1 

Permanent 

Touch 

See description 

V, $, M 

1 hour 

None or neg 

(Burial) 

(Marriage) 

1 

1 

Permanent 

Permanent 

Touch 

Touch 

See description 
See description 

V, S, M 

V, S, M 

1 hour 

None or neg 
None or neg 

Combine 

1 

See below 

Touch 

Touch 

Circle of clerics 

V, S 

1 round 

None 

Magical Vestments 
Portent 

i 

1 

6 rounds/level 
See below 

Touch 

OBiT 

Figure touched 

V, b, fVl 

V, S, M 

1 round 

1 turn 

None 

None 





or self 




Ceremony 

(Dedication) 

2 

Permanent 

Touch 

See description 

V, S. M 

t hour 

None or neg 

(Investiture) 

2 

Permanent 

Touch 

See description 

V, S, M 

1 hour 

None or neg 

(Consecrate Item) 

2 

Permanent 

Touch 

See description 

V, S, M 

1 hour 

None or neg 

Death Prayer 

2 

Permanent 

Touch 

One corpse 

V, S, M 

1 turn 

Neg 

Detect Life 

2 

5 rounds 

10ft/level 

One creature 

V. S, M 

1 round 

None 


Ceremony 


(Ordain) 

3 

Permanent 

Touch 

See description 

V, S, M 

1 hour 

None or neg 

(Special Vows) 

Dust Davit 

Remove Paralysis 

3 

3 

3 

Permanent 

1 round/level 
Permanent 

Touch 

3' 

1 "/level 

See description 
Special 

1 -4 creatures 
in 2"/2" area 

V, S, M 

V, S 

V, S 

1 hour 

3 rounds 

6 segments 

None or neg 
None 

Neg 

Water Walking 

3 

1 turn/level 

Touch 

Creature touched 

V, S 

6 segments 

None 

Ceremony 

(Consecrate Ground) 

4 

Permanent 

Touch 

See description 

V, S, M 

f hour 

None or neg 

Meld Into Stone 

4 

8+d8 rounds 

Touch 

Special 

V. S, M 

7 segments 

None 

Negative Plane 
Protection 

4 

t turn/level 

Touch 

1 Prime Material 
creature 

V, S, M 

t round 

None 

Ceremony 

(Anathematize) 

5 

Permanent 

Touch 

See description 

V, S, M 

1 hour 

None or neg 


DMs wishing to introduce the following 
into their campaign, should do so with 
some care. Spells like Ceremony or 
Portent are of a type that should be 
known by most clerics, and the DM may 
wish to make them available to player 
characters without the necessity for NPC 
interaction. As a rough guide, the chance 
for any cleric to know each of the follow¬ 
ing spells should be 7% x character level. 

Spell Descriptions 

Ceremony: The nine ceremony spells mark 
particular blessings or curses used by indiv¬ 
idual churches. They are designed to place the 
right 'aura' on the event or person, although 
they are not, in themselves, magical. Coming 
of Age prepares a young person for their 
responsibilities in their church and society. 
Burial provides no additional protection for the 
deceased, but is said to invoke retribution 
should the grave be disturbed in the week 
following. Marriage places the correct aura 
upon the joining of two people. Dedication is 
necessary for an individual to perform specific 
acts, like joining an organization. Investiture is 
required to ordain a new Ist-level cleric. 
Consecrate Item prepares items for placing 
upon altars or in other important locations. 
Holy symbols and vestments are covered by 
separate spells, but the spell is necessary to 
consecrate the containers for holy/unholy 
water. Ordain is required when a cleric of any 
level wishes to take on the responsibilities of 
caring for a congregation, or similar duties. 
Special Vows pertain to paladins, knights and 
the solemn oaths of others. Consecrate 
Ground prepares the way for a holy building to 
be erected safely (otherwise there is a 1% 
chance per year of its collapse) and prepares a 
graveyard so that itturns undead as a 3rd level 
cleric. Anathematize brands an excommun¬ 
icated offender with a sign denoting the 
offence. An atonement spell can make this 
onus fade, but it will never disappear. 

Combine: Five clerics of the same alignment 
may group together to perform an action at a 
higher level of experience than any individual 
cleric within the group holds. Four ring the 
cleric with the highest level, and all cast 
combine. If the circle remains unbroken, the 
centre cleric may then cast an spell, or turn 
undead, as if 1 -4 levels higher; each cleric in 
the ring within four levels of the centre cleric 
may contribute one extra level to the next 
action. Obviously, the central cleric must have 
remembered the spell to be able to cast it, as 
normal. The spell is broken if anything distracts 
the attention of any of the five. 

Magical Vestments: This spell can trans¬ 
form the ordinary vestments of a cleric into the 
equivalent of chain mail (AC5). No other form 
of defence may be worn with it (armour, ring of 
protection, etc), although for each four levels 
of the cleric, the vestments become +1 for all 
purposes, up to a maximum of +4. The 
vestments are normally worn during church 
ceremonies when armour may not be worn; it 
is cancelled as soon as any protective spell (eg, 
bless) is cast upon the cleric. It only works in 
church and is immune to magic missiles. 

Portent: The cleric can determine that a 
character will suffer ill or good fortune at a 

32 


time in the future. This should be interpreted 
as affecting a future to hit or saving throw. The 
DM should decide if the portent is good or bad 
(tossa coin!)and which roll will be affected (the 
5th to hit roll involving the character, the 9th 
saving throw, etc). The strength of the effect 
should be a d4 addition/reduction to the roll. 
Only the DM should know which the roll will 
be: the idea is to make the character more 
brave, or more cowardly, until the portent is 
revealed. 

Death Prayer: By sprinkling holy/unholy 
water over a corpse killed by the undead, and 
uttering the prayer, a cleric reduces the chance 
that a body will arise as an undead itself. 
Likewise, the spell offers protection against 
the spell animate dead and also can block 
speak with dead unlessthe contacting cleric is 
of a higher level. The corpse is allowed a saving 
throw against spells based on the level 
reached in life, although not lower than 12. 
Raise dead and resurrection spells operate at 
a -25% penalty. Only limited wish or wish will 
detect the existence of the protection, or 
remove it. 

Detect Life: A cleric can use this spell to tell 
if a creature is dead or alive, detecting the 
subject of a feign death spell, or revealing the 
state of someone in a coma or death-like 
trance. The spell's range will be reduced to 
1'/level if just one inch of stone or wood 
intervenes, and it is completely blocked by 
metal, or a medallion vs ESP. 

Holy Symbol: This spell blesses a new 
holy symbol, which must naturally be some¬ 
thing appropriate to the deity. 

Dust Devil: This spell conjures up a weak 
air elemental, 2HD/AC4/Move 18"/no attack. 
Magical weapons do double damage to this 
which must remain within 3" of the cleric. A 
small whirlwind is produced which can drive 
away gaseous forms or clouds, put out small 
fires, torches or lanterns, or whip up a blinding 
cloud of dust, sand or ash 30 feet in diameter, 
reducing those within to -3 on to hit rolls. 

Remove Paralysis: This spell removes 
paralysis before the effect would otherwise 


expire, and cancels hold spells. All the victims 
must be within the area of effect, and are 
entitled to a new saving throw vs paralyzation. 
That saving throw is +3 if one character is 
within the area of effect, +2 if there are two, 
and +1 if there are three or four targets. If the 
new saving throw is failed, the duration of the 
original paralysis doubles. Subsequent remove 
paralysis spells cause 4-16 points of damage. 

Water Walking: A character affected by 
this spell may walk on water as if wearing a 
ring of water walking. Up to 500 pounds over 
the character's naked weight may be carried 
without penalty; weights over 500lbs cause 
the spell to fail after 2-5 minutes; weights over 
750lbs cannot be carried. 

Meld Into Stone: While holding a sample 
of the stone, a cleric may use this spell to blend 
into a block of stone large enough to accommo¬ 
date his or her body. The cleric may leave the 
stone through the entered face at any time 
before the spell expires. If still within the rock 
at the end of the spell, the cleric will be 
expelled taking 8d4 points of damage. All 
carried items must save vs petrification or be 
turned into stone. The following spells may 
affect the cleric while within the stone. Stone 
to flesh will expel the cleric for 8d4 damage; 
dig will cause 8d8 damage and the cleric must 
save vs death or die instantly; transmute rock 
to mud kills the cleric instantly and perman¬ 
ently; stone shape will cause 4d4 damage. 

Negative Plane Protection: A cleric 
holding a holy symbol and casting this spell is 
protected from negative plane undead. If 
touched by negative plane undead, the recip¬ 
ient must save vs death; if the save is made, 
normal damage is taken, but no energy drain 
occurs. The creature itself takes 2d6 damage. 
If the save is failed, the recipient takes double 
physical damage, and the energy drain takes 
place. All such negative/positive plane contact 
causes a bright flash — which itself causes no 
damage — and dispels the protection. Should a 
cleric be foolish enough to cast the spell on the 
negative plane, instant and irrevocable death 
will follow. m 

Are these spells as useful as the cantrips (#8 & 
9)? Write to the letters page and tell us! 

IMAGINE magazine, November 1984 











LARGEST PLAY-BY-MAIL GAME IN THE UK 


A Play-By-Mail game with a D&D flavour 1 

'Undoubtedly, CRASIMOFF'S WORLD is a highly 
worthy game. It has been running for several years now 
and has a large number of players. Compared to others 
of its kind it is not expensive and it goes out of its way to 
encourage communication between players. I found 
the initial scenario interesting, and the world lived up to 
this promise. The fact that they are hand-written merely 
testifies to the immense amount of effort put in by the 
GM. So, with its regular newsletter, Crasimoff's World 
is a friendly, efficient and relatively cheap game to play, 
and if you wish to try a commercial PBM game with a 
distinctly D&D game-ish flavour, I would unhesitating¬ 
ly recommend it.' 

As reviewed in IMAGINE is_ 


Ear^i Wood 

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Each player is either a king or a fantasy race or a powerful 
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Your character or king controls several groups, each of which 
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production, build defences and maintain or enlarge you army. 
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EARTHWOOD is completely computer-moderated, but the 
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If you wish to enrol in CRASIMOFF'S WORLD or 
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The Ga&oway War Plait DRAG ON QUEST 


This weapon was used in the medieval 
period in southern Scotland. It has a 

Weapon 

Wt 

St 

Dx 

BC 

DM 

Ra 

Cl 

u 

Max Rk 

wooden handle up to 4' long, like the 

Galloway Flail 

15 

25 

17 

55 

+8 

P 

c 

M 

7 

agricultural flail, connected by a thong or 

Pogomogon 

4 

10 

15 

50 

+2 

P 

c 

M 

5 

chain to an iron striker jointed in two or 

Protestant 

3 

7 

12 

40 

+ 1 

P 

c 

C 

5 

three places. It is reputed to have been 

Swidgel 

6 

15 

14 

50 

+2 

P 

c 

M 

3 


able to wrap around a man and crush his 
chest even through his armour. 


The Pogomogon 

This is probably the earliest type of flail, 
and was used by the Shoshone and 
Chippewa Indians, among others, early in 
the last century. It is thought that heavy 
perforated and grooved stones found on 
archaeological sites of the Neolithic 
period (c 4000-2000 BC) in Britain and 
Europe may have come from similar 
weapons. 

The pogomogon consists of a heavy 
stone, either wrapped round with thongs 
or sewn into a leather bag, which swings 
from a wooden handle about 2' in length. 


The Protestant FlmC 

This is essentially a brawling weapon, 
and was used in Britain in the 17th and 
18th centuries; it got its most common 
name through its use in religious disturb¬ 
ances in the late 1 7th century. It consists 
of a handleof ash 1 2-18" long, commonly 
fitted with a wrist-thong, from which 
swung a 'swipple' of lead. 

The Agricultural Flail or Swidgel 

The everyday agricultural flail was used 
as a weapon by peasants and poachers 
virtually throughout the period of its use; 
precise forms vary with time and place, 
but a 4-5' handle and 2 1 / 2 -3' beater is 
common. 


The question of cost is left to the 
individual GM, taking into 
account such considerations as 
rarity and materials. 


TRAVELLER 

Galloway Flail — As thrasher, range short +5, close -3, damage 3D+3 
Pogomogon — As club, damage 2D+1 

Protestant — Close range only (+3), damage 2D; if modified dice roll is 10+, 
target is knocked out. 

Swidgel — As thrasher, damage 2D, range close -2, short +3 


BASIC ROLE PLAYING 


Weapon 

BA/P 

DAM 

BP Notes 

Galloway Flail 

05% 

2D6+2 

20 

Pogomogon 

20% 

1 D6+2 

15 

Protestant 

25% 

1D4+2 

20 KO on Impale result 

Swidgel 

15% 

1 D6+2 

15 


TUNNELS & TROLLS 


Weapon 

Dice + Adds 

ST 

DX 

Wt 

Notes 

Galloway Flail 

5+2 

20 

15 

200 


Pogomogon 

3 

13 

13 

50 


Protestant 

2 

10 

13 

30 

CON ST at V 4 attacker's level or KO 

Swidgel 

2+4 

15 

12 

60 



BUSHIDO 

Weapon 

Min STR 

Range 

Dam 

Wt(lb) 

Notes 

Galloway Flail 

25 

L/M 

2D6+3 

20 


Pogomogon 

15 

M 

D4+2 

4 


Protestant 

2 

S 

D3+2 

3 

See below 

Swidgel 

10 

M 

D6+1 

10 



Notes: A Protestant flail adds +3 to subdual attacks; optionally a Ninja character may make 
a Ninjutsu BCS to knock out a victim silently and indetectably. 


ADVANCED DUNGEONS & DRAGONS 


Damage AC Adjustments 


Weapon 

Weight 

Length 

Space 

SF 

S/M 

L 

10 

9 

8 

7 6 

5 

4 

3 

2 

Galloway Flail 

200 

6-7' 

12' 

9 

2-12 

2-8 

+3 

+3 

+2 

+2 

+1 

+1 

+3 

+2 

Pogomogon 

50 

2Y 2 ' 

4' 

5 

2-5 

1-4 

+ 1 

+ 1 

+1 

- 

-1 

-1 

-2 

-3 

Protestant 

30 

1V 2 ' 

2' 

3 

1-3 

1-2 

- 

-2 

-1 

-1 

-1 

-2 

-3 

-4 

Swidgel 

75 

6-7' 

12' 

7 

2-8 

1-4 

+ 1 

+ 1 

- 

- 

-1 

-1 

-2 

-3 


A Protestant Flail gives a +25% bonus to subdual attacks, and may be used by an Assassin 
character to knock out a victim at the same probability as for a normal assassination. 


IMAGINE magazine, November 1984 


35 

















Looking For An Edge 

by Carl Sargent 








This article is going to examine the 
impact that just one of the rules of 
the D&D® game — in both Basic 
and Advanced — has had. This rule 
concerns clerics and the prohibition 
of edged weapons. It is just a very 
small part of the game, but it has a 
radical effect on the way the cleric 
is played. 

In most D&D campaigns, the combat role 
of the cleric is to act as a second-line 
fighter. Their ability to wear metal armour 
and their fairly favourable combat results 
make them ideally suited to step into 
those melee situations where thefighters 
need help. Their effectiveness in combat 
suffers from one critical disadvantage, 
however, that while the fighters are 
hacking away with their d8 swords, the 
clerics use their maces or staffs for d6 
damage. Despite all the complications of 
different armour classes, weapons and 
sizes of opponents in the Advanced game, 
the principle there remains the same — 

36 


swords do more damage than blunt 
weapons. This is true even before we 
consider the much greater likelihood of 
finding a magical sword. 

Of course, there is the point that if 
clerics were able to use swords, would 
there be any point in playing a fighter? 
Certainly fighters have more hit points, 
and their 'to hit' rolls progress faster; in 
Advanced they alone can gain the extra 
hit point bonuses from Constitution 
scores of 17 and 18, and have exceptional 
strength if the ability is score is 18. But 
does this really offset the cleric's use of 
spells (notably the healing powers which 
far outweigh the meagre difference in hit 
points), the turning abilities and the 
superior saving throws? In the D&D 
system, a sword-wielding priest would be 
greatly superior to a fighter, and I suspect 
most players of the Advanced game 
would think this was equally true unless 
an 18 Strength or Constitution had been 
rolled. 

This 'imbalance' probably accounts for 
the existence of the edged weapons rule, 
ratherthan any original conception of the 
cleric as a non-sword wielder. But both 
the systems then developed 'logical' 
reasons for the prohibition. The D&D 
Basic Rules tell us that 'religious codes' 
prohibit the use of edged weapons, while 
the AD&D game specifically says that it is 
the shedding of blood that is abhorrent to 
the cleric. In part, this may be symbolic; 
even evil and chaotic clerics might only 
spill blood in the context of a sacrifice to 
their deity, and the haphazard shedding 
of blood in combat would not be agreeable 
to them. This is a neat point which gets 
around the psychological implausibility of 



evil or chaotic clerics disliking the shed¬ 
ding blood perse, and could be developed 
by linking the shedding of blood to the 
power that clerics tap during powerful 
rites — they would then be very cautious 
about doing so except under suitably 
controlled conditions. 

However, there are flaws in this line of 
argument. Firstly, scrutiny of good, solid, 
studded maces suggests that a sound 
whack round the head is very likely to 
shed quite a lot of blood. Secondly, it 
becomes clear from the study of history 
that warrior clerics have existed in many 
cultures at many times. There hasalways 
been a suggestion that the D&D game is 
based upon a narrow view of medieval 
Europe, and that the cleric suffers on this 
account. As soon as the game is taken 
further than this, the deficiencies of the 
edged weapons rule become more appar¬ 
ent. Consider a few more problems. 

In the AD&D system, the existence of 
split-class and multi-class characters 
ensures the existence of fighter-clerics, 
and even half-ore cleric-assassins! If the 
narrow view of the cleric is taken, then 
neither of these 'characters' is possible; 
they are both capable of killing in any 
manner for monetary gain on the one 
hand, yet have a religious prohibition or 
'righteous' abhorrence against casual 
execution on the other. These classes can 
only exist if one takes a different view of 
the clerical part of the character. For 
example, a sect which believed in the 
elimination of non-believers might well 
have cleric-assassins, poison dripping 
from their knife blades.... 

Even so, it might be possibletotwistthe 
logic so that the edged weapons rule still 
made some little sense in this context. 
But another problem from the Advanced 
game seems more insoluble. The deities 
of Greyhawk, or the DEITIES AND DEMI¬ 
GODS® Cyclopedia, throw up a number of 
examples of gods who would be unlikely 
to prohibit their followers from using 
edged weapons. Take two recent exam- 

IMAGINE magazine, November 1 984 


















pies from the pages of DRAGON® 
magazine. It specifically states that the 
followers of Heironeus are 'especially 
war I ike'and one could guess that many of 
their temples are decorated with pictures 
of Heironeus triumphant in battle — 
complete with his magnificent battle-axe 
+4 (November 1982). In the December 
1982 issue there is an even better 
example. The lesser god Trithereon the 
summoner, a CG deity, has the role of 
protecting liberty and exacting retribution 
from oppressors. Because of this 'those 
(clerics) of 4th and higher levels are 
permitted the use of spears, and at 8th 
and higher levelsclerics of Trithereon can 
employ broadswords.' Since this was 
penned by the man who designed the 
game in the first place, I think it fairly 
settles the issue. 

It seems, therefore, that the edged 
weapons prohibition is pretty hard to 
justify for those campaigns where clerics 
serve deities who, themselves, would be 
unlikely to insist upon it. On the other 
hand, there are some sound reasons for 
the mace and staff having a special 
importance for clerics. They do not just 
fight, after all. A cleric has to tend to the 
faithful, punish those who have fallen 
from favour, and convert the misguided. 
Since the class does not lend itself 
towards the true clerical servant, as 
opposed to the warrior-priest, players 
tend to overlook these points. The staff 
could be seen as a symbol of the link with 
the divine; the mace as a symbol of the 
special purpose of the cleric. In the 
Advanced game, the flail is an excellent 
instrument for chastising the unbeliever. 
One might well argue that clerics, in their 
initial training, would certainly specialize 
in the use of such weapons. 

Given this, a cleric could not turn to the 
use of a sword in battle in the blink of an 
eye. Training in weapons is presumably a 
long business, though neither rules 
system explicitly says how long it takes. 

IMAGINE magazine, November 1984 


However, given that a cleric in the 
Advanced game starts with proficiency in 
the use of two weapons, and can only 
develop proficiency in one more at the 5th 
level, it must be quite slow. 

Further, since the cleric has gained 
initial experience in the use of the mace, 
staff or flail (or warhammer, or club — 
although the latter doesn't fit the sym¬ 
bolic-value role too well), suddenly 
switching to the use of a sword is 
dubious. Most swords require a different 
touch from the crashing blow of the blunt 
instrument, and skilful use of them only 
comes to the fighter through extensive 
training. The cleric has much else to do 
between adventures; tending to the flock, 
collecting funds to repair the church roof, 
thanking the protecting deity after a 
success, atoning for failure, maybe trans¬ 
lating religious texts, studying, training 
acolytes. So the cleric will not be able to 
select an edged weapon on practical 
grounds, rather than on religious or moral 
ones. 

However, a member of a fighting order 
might never engage in the kinds of 
activity adhered to by his more peaceful 
brother. In this case a restriction that 
could be implemented without imposing 
too much upon credulity is that such 
clerics will only fight with the prescribed 
weapon of their deity. Thus the follower 
of Heironeous will happily fight with a 
battleaxe instead of a mace, but in this 
case will not gain additional weapon pro¬ 
ficiencies at all; only one weapon is 
allowed by the deity. Even in the D&D 
game, something similar can be substit¬ 
uted for the existing rules, whereby the 
cleric may only ever fight with one kind of 
weapon. Initially, armed with a sword 
instead of a staff, the acolyte has some 
advantage — but no matter how many 
times a short sword +1 or two-handed 
sword +2 becomes available, this dedicat¬ 
ed priest will never change from his 
longsword. Imagine the irony when the 
first mace +3 or snake staff appears! 


If you retain a prohibition so that a cleric 
can use only one weapon, there may be 
occasions when even this comes under 
pressure. Consider these examples: 

An adventuring cleric is captured by 
evil priests. He is kept in a cell, stripped of 
armour and weapons, and starved. He 
manages to escape (it doesn't matter 
how, for the sake of this example). He 
steals into a chamber where he sees a 
bloodied, tottering evil cleric standing 
over the bodies of the two paladins with 
whom he had travelled (our hero is of 
Lawful Good alignment). The cleric makes 
a pass with his hand, muttering 'Now I 
shall turn your very souls to evil.... anti¬ 
paladins shall you be!' Our hero quails; 
the evil priest has hisbackturned, butthe 
cleric has no spells, no weapons — and 
very little time! The only thing he can see 
which might save thetwo faithful paladins 
is the Holy Avenger one of them has 
dropped. What a dilemma! Can it really be 
said that the cleric's religious codes 
prohibit him from picking this up and 
striking the evil priest with all his might? 
Surely this is less evil than having two 
powerful and utterly unblemished serv¬ 
ants of his god so horribly corrupted? 

Maybe yes, maybe no. It is a very 
extreme example, but then absolute 
prohibitions can fairly be judged with 
extreme case. This example shows up 
what most of us believe to be true, that 
morality and ethics are shades of grey 
and not clear-cut, all-or-nothing affairs. 

The second example comes from a 
campaign I was playing in. A brush with 
some poisonous spiders, and a series of 
1 s on our d20s, left a party of nine without 
any of their three fighters. The two clerics 
duly raised them all and neutralized the 
poison, but with the time pressure we 
were under, there was no opportunity to 
wait for them to recover. So, the six 
remaining had two clerics upfront —and 
the two magic swords +2 in the party's 
possession were unusable to anyone in 
the party. And how we needed the special 
detection powers one of those swords 
had! The DM ruled that the use of these 
powers constituted use of an edged 
weapon (an interesting problem on its 
own). Anyway, my CN cleric, who, frankly, 
would not have been worried by spilling 
plenty of blood, had to sulk and make do 
with her mace. Then we ran into the 
monsters who could only be hit with 
magical weapons.... The scenario inevit¬ 
ably suffered from the restriction, al¬ 
though we made it in the end. 

In conclusion, while hit rolls and damage 
penalties could be justified on pragmatic 
grounds, surely it can't be argued that 
every cleric, no matter whatalignment, or 
the nature of his or her mission, is 
absolutely and completely denied the use 
of any edged weapon, even a magic one of 
the same alignment. Put like this, the 
prohibition seems very extreme; but 
that's the way the rules stand. 

Carl Sargent 

The inspiration for this piece came from 
the excellent dialogue between John 
Sapienza and Bruce Humphrey in 
DRAGON magazine, October 1982. CS 

37 















Raid on Rajallapor 

Grenadier Models Inc are primarily a 
manufacturer of excellent figures. They 
are now producing material to use them 
with. Raid on Rajallapor is 'Dogs of War' 
style action for 4-6 players of the 
Mercenaries Spies & Private Eyes game. 
The equipment provided seems suitable 
for 8 characters although 6 suggested 
ones are included. Unlike other MSPE 
scenarios it does not contain conversion 
material for Espionage, but is hardly 
compatible in any case. The setting is 
North Western India and the team must 
obtain certain itemsduring the operation. 
In the build-up to the mission they are in 
effect given an offer they cannot refuse. 
Some players are far from enthusiastic at 
being forced in such a manner. Clearly 
there is always the danger they will resist 
and ruin the scenario. For the actual 
mission the 'meres' are well equipped; 
they need the hardware. 

As regards presentation, the illustrat¬ 
ions are adequate and the maps extens¬ 
ive. Noteworthy are the ground plan 
interiors of the buildings on which figures 
(by Grenadier?) may be placed. Another 
interesting feature is the inclusion of a 
solo scenario for the GM 'who never gets 
a chance to play in the game he runs'. 

Although I'm not a great 
' / believer in the 'Do you take 
her up on her offer? Go to 
28' approach to gaming, it 
was a nice idea which is 
not mentioned on the 
outside cover. 
The scenario is well 
produced but I have my 
doubts about supernatural 
intervention, a device 
which also appears in Jade 
Jaguar. Perhaps the 
designers think this is an 
original way of shaking the 
players. But if it is 
repeated, surely it loses its 
impact? Alternatively it 
could be a way to cash in 
on the popularity of other 
systems. Either way I 
suspect the fictional 
Shannon from the Dogs of 
War or the real life 'Mad 
Mike' Hoare would be far 
from impressed. 
J& Nick Davison 


Disappearance on Aramat 


Grenadier's Traveller scenario Disap¬ 
pearance on Aramat centres on a search 
for a lost party of archaeologists on an 
uninhabited world. The plot is more 
complex than this of course; the players 
are chased by a rival group and the secret 
of Aramat must be discovered. 

Disappearance is, however, a great 
disappointment. Although the adventure 
contains a fair amount of material, with 
many NPCs and a sub-sector map, it also 
has many flaws. 

Firstly the presentation is shoddy. The 
illustrations are poor and they seem to be 
used merely to bulk out the booklet. 
Further there seems to have been chaotic 
editorial control. Information is repeated 
verbatim for no apparent reason; for 
instance there are two maps of Aramat, 
one for players, one for the referee. No 
information is withheld from the players 
because the maps are identical. One 


cannot readily remove the players' map. 
Thus you may as well show them the 
referee's map. Are the writers again 
attempting to pack out the booklet? 

Secondly the adventure does not easily 
hold together. There is a massive contin¬ 
uity error halfway through. The players 
are captured; they have little choice in 
this as the force they encounter is far in 
excess of their fire-power. Yet the players 
are not held. One moment they are 
captured, the next they are wandering 
free. I see no logic in this — the players 
cannot reasonably escape from their 
predicament, yet according to the scen¬ 
ario they do. 

As a resultthe module will need a lot of 
work to make it playable. If this is any 
indication of the quality of Grenadier's 
role-playing scenarios, then I would ad¬ 
vise them to stick to figure manufacture. 

Stephen Nutt 


Miniature Barbarians and Dwarves 


Asgard Miniatures have just released 
another 25 figures from the sculpting tool 
of Jeremy Goodwin. These latest ex¬ 
amples of his work are 13 Dwarves and 
12 Barbarians, and nearly all are up to the 
standard of the Ores that have been 
produced over the last year or so. 

The Dwarves are a splendid lot, well 
proportioned, nicely cast, finely detailed 
and in a good variety of useful poses. 
Some of the figures have obviously been 
designed with the tabletop wargames 
market in mind, as they are straight¬ 
forward types in 'standard' poses — ideal 
for a regimental size unit to go with, say, 
the Warhammer rules — but even these 
have lots of fine detail and could be used 
ascharacterfigures. The real gems in the 
range are the individuals, where the 
designer has put personality into the 
models. 

The best in the range are the Scout (a 
definitive dwarf thief), the Dwarf Lord in 
full armour complete with rune-carved 
sword and dragon helm, and the Black 
Dwarf (is this a pun?), who looks thor¬ 
oughly disreputable with the eyepatch 
and a sinister raven perched upon one 


shoulder. The only one in the range which 
is a disappointment is the Shieldmaiden, 
which does not quite match the standard 
of the rest. Overall, recommended. 

The Barbarians are the best that 
Jeremy Goodwin and Asgard have pro¬ 
duced so far. These are a range of 
individuals, not stock figures, and all are 
worth looking at if you are after a figure 
which is a bit out of the ordinary. 

It's difficult to pick out individual figures 
in this range as being 'the best', as all 
(except Haxxthe Ragged, a good resculpt¬ 
ing of Asgard's earlier Knight of Chaos) 
show a great deal of imagination and 
attention to detail — one of the figures is 
even wearing checked trousers under his 
armour, and another is armoured in a 
magnificent sculpted boar's helm. All 
show similar nice touches with war 
feathers, battered helms, individual facial 
expressions — Mad Rollo even has teeth 
in the middle of his leer. These are a tour 
de force of the figure manufacturers' art, 
and I have to confess that they are not 
easy to paint — but quality is its own 
reward. Highly recommended. 

j& Mike Brunton 















' 


Grenadier’ Latest 


i 





A Traveller Adventure Module 7C 

DISAPPEARANCE ON 
ARAMAT 


Product information 


The Grenadier modules Raid on Rajallapor 
and Disappearance on Aramat (£4.95 each), 
and the Grenadier Figures War Mammoth of 
the Undead Legion , Champions Heroes and 
Champions Villains (boxed £7.95 each) are 
imported by Games of Liverpool, 

85-87 Victoria Street, Liverpool LI 6DG. 
Barbarians (55p per figure) and Dwarves (45p 
per figure) are manufactured by Asgard 
Miniatures, Unit 22, Bar Lane Industrial 
Estate, Basford, Notts. 

Zodiac Castings (prices as listed in the review) 
are manufactured by Zodiac Castings, 

83 Canning Street, Liverpool L8 7NW. 


'If it's Grenadier it must be good/ quoth 
my DM with all the glibness of an 
advertising copywriter on a bad day, on 
my showing him their latest boxed sets. 
Riven with cliche he may be, but on this 
occasion he's certainly right, for among 
Grenadier's new boxed sets is the much- 
ballyhooed War Mammoth of the Un¬ 
dead Legions, and there is no getting 
away from the fact that it is a very nice 
piece. It comes in a simple kit form, which 
fits together easily and neatly, though you 
will have to be careful when bending 
tusks and trunk as the instructions 
advise, because the metal will break if 
pushed too far. When complete, the set 
comprises nothing less than a skeleton 
mammoth, festooned with bells and 
skulls, and bearing a howdah with two 
skeleton archers. Grenadier's recent re¬ 
leases have been among the best sculpt¬ 
ed and cast on the fantasy market of late, 
and this piece is no exception, the crew 
being real gems. Every bolt on the rusty 
armour, every knuckle, every ridge on the 
vertebrae is clearly picked out. As an 
overall piece, it is both impressive and 
dramatic, the mahoot's war-horn and the 
bells evoking the apocalyptic onset of the 
crack of doom. 

Also new from Grenadier, though not 
quite so eye-catching, are two sets to go 
with their Champions game, one of 
Super-heroes, and the other of Super- 
villains. Thinking about it, the design of 
these figures must have put sculptor 
Andrew Chernak's imagination to a con¬ 
siderable test. After all, the aim was to 
capture that distinctive comic-book style. 


but there is a limit to the number of zap! 
pow! poses you can invent. It's hardly 
surprising, therefore, that some of these 
figures are a bit samey, one or both arms 
outstretched and about to leap into flight 
being a popular stance. That said, the 
standard of casting and sculpting is every 
bit as good as the Mammoth piece, and 
the muscle-bound, body-stockinged men 
and leotard-clad women definitely do 
have the essence of those childhood 
heroes. 

There are a couple of outstanding and 
unusual figures in each set. The Heroes 
box contains a Gargoyle with bat-wings, a 
tail, and a face worthy of any D&D nasty, 
while the Villains' includes imaginative 
Cobra- and Anklyosaur men (yes, as in 
the dinosaur). The latter is basically 
human, but covered with spikes and 
scales and with a large shell on his back. 
There is also a character called Wreckage, 
who sports a Mohican hair-do and partial 
body armour — someone else has seen 
Mad Max — and another suspended 
above the ground by the cast-in flames of 
his jet-pack. Truth, justice and the Ameri¬ 
can way are under threat yet again — 
quick Robin! To the Bat-mobile! 

The Grenadier sets retail at£7.95each. 
Considering that imported figures always 
work out dearer, that's not too bad for the 
Mammoth, but as you only 
get a dozen Super¬ 
characters per box, they 
work out at over 60p each; 
expensive, even by today's 
standards. 

J& tan Knight 


Zodiac Castings 


Resin-cast D&D accessories are quite 
popular these days, and a new firm. 
Zodiac Castings, have chosen to enter 
the field with some fairly routine first 
releases. These include a Pentangle on a 
circular piece of floor, a trap-door, the rim 
of a circular pit, a tomb and a large 
fireplace and chimney. Frankly, these are 
all pretty standard items, and there is 
little to recommend Zodiac over their 
better-established rivals. The detail on 
the trap-door is good, but the tomb is so 
basic that, without the lid, it could be 
mistaken for a water-trough, and the 
stonework on the fireplace is merely 
suggested by a rough finish. One big 
advantage they do have is that they are 


cheap; the fireplace is only 
40p, the tomb 18p, and the 
other items 1 5p each. At 
that price you can liven up 
your dungeon with a 
couple of accessories for 
less than the cost of one of 
your party of adventurers. 
No doubt Zodiac, like 
everyone else, will 
improve with experience 
and expand when their 
imagination takes off, 
and that may be 
worth waiting for. 


Jfe Ian Knight 

















AFTERMATH: 


Campaign Pack A2 




Sydney — The Wilderness Campaign is 

the second module for the Aftermath 
game; a direct sequel to Operation 
Morpheus, the first release, with many 
references throughout the booklet. Pro¬ 
fessionally-designed, Sydney is basically 
a gazeteer of the city and surrounding 
outlands. It is designed as a starter 
campaign pack, and is full of useful ideas 
and suggestions. There is a reason 
behind everything that happens or exists, 
and fully descriptive notes allow the GM 
to keep players up to date on their present 
location and environment. 

The encounters tend towards the very 
deadly — but may raise a giggle when 
first met. Experienced role-players may 
have already suffered at the hands 
(paws?) of machine-gun toting rabbits, 
but facing the first Carnivorous Koala, 
Killer Kangeroo or Wild Wombat can be a 
little mind-boggling. 

The pack is designed only to be seen by 
GMs, since it contains many references 
to the period when the player-characters 
were cryogenically asleep, and to the 
political state of the world as it is 'now'. 
This kind of information will be gradually 
leaked to players as they negotiate with 
NPCs, but should not be 
more readily available. 
Since Aftermath depends 
more on negotiating and 
problem-solving than on 
shooting straight, the pack 
should become a useful aid 
to all referees. 
& Chris Baylis 


thb ruins of 
CHICAGO 


OPERATION LUCIFER 




THE 

MORROW 

PROJECT 


Product information 

FGU’s Aftermath: Campaign Pack A2 — Sydney (£4.95), Casino Galactica (£3.65) and Seldon’s 
Compendium of Spacecraft 2 (£4.35) are imported by Games of Liverpool, 85-87 Victoria Street, 

Liverpool LI 6DG. 

Timeline’s Morrow Project modules Operation Lucifer, The Ruins of Chicago and The 
Stamaman Incident (£5.95 each) are imported by Chris Harvey Games, PO Box 100, Walsall, 

W Midlands. 

TSR’s STAR FRONTIERS module Mission to Alcazzar (£4.50), AD&D modules The Sentinel 
and The Gauntlet (£4.50 each) and the revised World of Grey hawk gazeteer (£9.50) are imported 
by TSR UK Ltd, The Mill, Rathmore Road, Cambridge CB1 4AD. 


THE MORROW PROJECT: 


As it has been some while 
since the Sword of 
Damocles scenario, it 
seems strange that 
Timeline have released 
three new Post-Holocaust 
specials simultaneously. It 
is all the more 
unwarranted when one 
finds that the three are not 
entirely dissimilar. 


R-003 Operation Lucifer requires the 
PD to have considerable knowledge of the 
previous scenarios, as there are many 
references to past experiences. It is set in 
Minnesota and Wisconsin, where, for 
comic relief, live a number of NPCs 
collectively known as 'Napoleon's Own' 
— including such famous celebraties as 
Davy Crockett, Zorro, Long John Silver 
and, for the more adventurous. Lady 
Godiva. Their inclusion renders the for¬ 


midable and tense plot — involving an 
unexploded Russian nuclear device — 
trivial. The vital part of allthese scenarios 
is the interaction with the NPCs, and this 
suffers for the want of better ones. 

The second, R-004 The Ruins of 
Chicago, is a very chatty, slow-moving 
adventure; not for the same, trigger- 
happy team that liberated Riverton in 
R-001. Chicago is a virtual time-bomb, 
with nobody prepared to trust anybody. 















The STAR FRONTIERS® game: SF4 


Mission to Alcazzar involves a company 
war on an out of the way planet. The 
players are hired on as an investigation- 
cum-commando team. After a while, ex- 
wargamers might find themselves won¬ 
dering if they haven't picked up a copy of 
Fire In The East by mistake — the 
centrepiece of this module is something 
right out of WWII. 

As usual this adventure is immaculate¬ 
ly presented. Its artwork is stunning, part¬ 
icularly the illustration of the world of 
Alcazzar. The players pull-out sheet is an 
excellent feature, containing all the facts 
they could possibly want to know. 

The format of STAR FRONTIERS adven¬ 
tures seems to have been formalised. 


There are six sections, each covering a 
different aspect of the adventure. In this 
specific case, the game will fall into three 
phases; an investigation, an overland trek 
and alien contact, and then.... 

The first two sections are standard 
enough. The contact with the alien race 
will be tricky for the referee; it must be 
played with great subtlety. One must be 
aware of this crucial aspect of the 
adventure and the importance of player 
success in this phase. 

The real gem is the last phase — a tank 
battle! The players drive several large 
exploration vehicles, much akin to light 
AFVs, opposed by a similar enemy force 
which is accompanied by a number of 


other vehicles. The weaponry is formid¬ 
able — rockets, heavy lasers and recoil¬ 
less rifles — whilethefinal confrontation 
is a veritable Kursk. There are full rulesto 
cope with all this, and thus the module 
adds more scope to the Basic STAR 
FRONTIERS rules. 

The finals is supplemented by longer- 
range plans for the adventurers, and 
ideas for other scenarios. Thus, the full 
scope of the pack is extensive, and many 
situations can be drawn from the peculiar 
economic position of Alcazzar. SF4 is a 
recommended adventure. With a little 
effort it can be very good value, particular¬ 
ly when one is let loose on the climax. 

Stephen Nutt 


SPACE OPERA: Casino Galactica & Starships of War 


Casino Galactica and Seldon's Com¬ 
pendium of Spacecraft 2; Starships of 

War are two new Space Opera sup¬ 
plements from Fantasy Games Unlimited. 

Casino Galactica is an adventure setting 
more than a scenario. The referee is 
presented with a luxury holiday resort on 
Arcturus VI. An extensive hotel complex 
is mapped out, its organisation and 
personnel are explained in some detail. 
The supplement provides the referee with 
many NPCs, some more detailed than 
others, yet the range is wide. For example 
there are enough guest NPCs to allow 
some leeway for turnover, thus the 
referee does not face the problem of the 
players meeting the same old faces no 
matter when they visit Arcturus VI. 


There are some scenario frameworks 
given. These are however no more than 
that; the basic idea is there but the 
referee is left with a lot of work. This is not 
really a drawback because of the extens¬ 
ive character backgrounds presented in 
the book. The referee, merely through 
interaction with the players, should be 
able to create some quite good situations 
off-the-cuff. This is useful because most 
of the situations will be undercover and 
need to be free form if they are to work. 

Starships of War is totally different. It 
offers 33 warships from four of the inter¬ 
stellar powers of the Space Opera uni¬ 
verse. The size of these ships ranges from 
a light 100-ton fighter to a huge 1,000,000- 
ton battlestar. Full statistics are given to 


Scenarios R-003, R-004 & R-005 


As the first 'city' module, R-004 gives 
players the chance to learn urban and 
guerilla warfare, but the emphasis is on 
the negotiations and interaction with the 
various city factions. The scenario gives 
good ground for an experienced team of 
proven ability, but will be a very hard task 
for novices. 

The trio is rounded of by R-005 The 
Starnaman Incident. One thing that 
caught my eye was that the locals of this 


scenario still know the Mississippi by its 
name, while in R-003 it is only remem¬ 
bered as The River. Incident reverts back 
to the style of R-001/2, with lots of 
combat. This is the weakest of the three 
releases, but there is an interesting 
location designed as a play-aid for future 
reference. 

Back in #2 I wrote that The Morrow 
Project could be the revelation rpg of the 
future. Alas, I do not feel that Timeline 


allow the ships to be used in space 
combat. Each of the ship classes is 
numbered and named, and a short intro¬ 
duction on naval terminology isalsogiven 
with some relevant rule changes. 

Deck plans for the smaller vessels are 
provided in the same format as the earlier 
book on merchants, yet the scale of these 
plans precludes them 
being enlarged to allow 
them to fit figure scales. 

The smaller ships are of 
real use to the referee. The 
larger ships are however 
superfluous in a role- 
playing context. As a 
result, the supplement 
is useless. 

J& Stephen Nutt 


have produced the goods 
since, and these 
scenarios do not save the 
cause. But, with the right 
amount of GM 
preparation, they 
can still be 
entertainingly 
played. 

Ifc Chris 
Baylis 













ADVANCED DUNGEONS & DRAGONS® modules: UK2 & UK3 


UK2 The Sentinel and UK3 The Gauntlet 

are the two component parts of the 
Adlerweg series, which, although set in 
the World of Greyhawk, are easily adapt¬ 
able to any AD&D campaign. It is also 
possible to play each separately. 

The Sentinel starts with the party 
being called in to help rid Kusnir village of 
the attentions of a pest who has been 
acting most strangely (it gives nothing 
away to say that the pest is to be found in 
the FIEND FOLIO® Tome; both this and 
the Monster Manual will be required to 
play the adventure). The party's attempts 
to find the creature will take them 
through several encounters, most of 
which yield information as to who or what 
the Sentinel is. Indeed, most fun can be 
had by introducing the adventure as a 
straightforward monster hunt without 
mentioning the Sentinel and letting the 
party discover the rest for themselves. 

One part of the module I didn't like at 
first was the 'Outline of the Adventure', 


which lists the anticipated sequence of 
events and seems to dictate what the 
players should do. However, things follow 
a fairly natural order from the information 
discovered and players are manipulated 
only in the sense that it should be obvious 
where they will go next. 

If successful, the party concludes by 
finding the Sentinel and being urged to 
proceed as quickly as possible to UK3 — 
moresalesforTSRITo be fair, an option is 
given for an NPC party to continue the 
adventure, but that would be a waste as 
UK3 is even better than its predecessor. 

Most of the action in The Gauntlet 
takes place in and around the Keep of 
Adlerweg, the defences of which are 
extremely well-detailed. At one stage in 
this module the party is assailed by a 
veritable army, numbering over 180 
assorted creatures! This could prove 
rather difficultto DM, asthe party is likely 
to split into two (or even three, if they're 
as awkward as certain playtesters). How¬ 


ever, the guidelines in the module, 
particularly the army battle plan, are 
excellent and should ensure that both the 
party and the DM survive (I still wouldn't 
recommend it for novice DMs though!). 

The final confrontation with the Gaunt¬ 
let can prove deadly. A string of unlucky 
die throws didn't help my playtesters, but 
they lost three out of seven before it was 
overcome. 

UK2 is for 2nd-5th level characters 
totalling 20-25 levels, and UK3 for 3rd- 
6th level, totalling 30-35 levels, which 
seems to imply that all characters should 
gain at least a level in UK2! We played 
UK2 with 25 levels (5x5th), which seemed 
about right, and UK3 with 35 levels 
(7x5th), which produced 1 death and 4 
incapacitations. Even allowing for luck, it 
would seem that there is perhaps too big 
a jump between UK2 and UK3. 

Even so, UK2 is good, UK3 is very good, 
and together, with that one misgiving, 
they are excellent. Ilte Chris Hunter 


Revised WORLD OF GREYHAWK 


Greyhawk is the original D&D campaign 
world, the birthplace of such characters 
as Keoghtom, Heward, Mordenkainen 
and Tenser and the setting for many of 
TSR's AD&D modules. This new revised 
edition consists of an 80-page Guide to 
the World of Greyhawk, a 
50-page Glossography for 
the Guide and a large 
(34x44") Map of the 
continent described. 
One's eye is immediately 
'drawn to the map. It comes 
in two halves and looks 
very pretty, drawn in bold 
colours and in a 
Tolkienesque style. 
However, when I came to 
join the two halves 
together I was dis¬ 
appointed; across the join 
wastelands changed 
colour, coastlines jumped 
and the 30 mile hexes 
became distorted. 
Assuming the 30 miles is 
measured face to face, the 
map, by my calculations, 
covers some 11 million 
square miles of the 
Peninsula which is the 
Land of Flanaess, the 
eastern portion of the 
continent of Oerik of Oerth. 


The map shows only major geographical 
features and settlements, but even so 
some of the geography seems a bit im¬ 
probable; deserts occur close to forests, 
and a river starts in marshes on the north 
coast, flows (up?) into some hills, through 
two inland lakes and finally out into the 
sea off the south coast! 

The Guide is entitled 'Volume Three', 
which threw me at first, but all is ex¬ 
plained in the foreword to the Gloss¬ 
ography. It is the only one of seven 
ancientvolumesto re-surface in ourtime, 
where TSR have published it; and ! 
thought Gary Gygax had invented it all! 

The volume contains information as it 
would be known by inhabitants of the 
Flanaess. It covers the history of the land, 
characteristics of the various human 
races found there, deities, major geo¬ 
graphical features and a paragraph on 
each of over 60 Kingdoms found in the 
Flanaess. This wealth of information, 
particularly the racial characteristics, 
gives the DM an excellent base on which 
to construct a campaign. 

The Glossography gives the same in¬ 
formation in AD&D terms. It contains 
extensive encounter tables for both geo¬ 
graphical and political divisions covering 
the whole of the Flanaess. To use these 
fully you will need the DM's Guide, 
Monster Manual and Fiend Folio; but not 
Monster Manual 2. The guidelines on 


weather generation are the most com¬ 
prehensive I've ever seen. The eight 
pages of small print look rather daunting 
butthe actual process of weather generat¬ 
ion is not too difficult. 

AD&D stats and background for such 
famous characters as Keoghtom and 
Hereward are given, as well as several 
half-page wilderness scenarios which 
even they would probably have had 
problems attempting. While such inform¬ 
ation may not be directly useable, unless 
you run a high-level campaign, it all adds 
to the atmosphere. Something which I 
think should be important to any cam¬ 
paign are the deities. The Guide gave you 
the powers the gods are alleged to have; 
the Glossography gives you the facts and 
figures detailing what they actually can 
do. A seventh characteristic of Comeli¬ 
ness ( — physical looks) is introduced in 
describing these powerful beings, some 
of whom give their clerics special powers 
at extra experience point cost. 

World of Greyhawk details a sizeable 
continent but it is up to the individual DM 
to detail inhabitants, locate towns, vil¬ 
lages etc; construct city plans and other¬ 
wise personalize the campaign. If you 
haven't got a 'grand design' for your 
campaign worked out and don't mind the 
restrictions imposed by using someone 
else's, then world of Greyhawk will prove 
a worthwhile purchase. Chris Hunter 









AMAZING AMBITION - 

new ideas from Chris Harvey Games 


Chris Harvey Games have some interest¬ 
ing new items available. There is a series 
of frp aids that give highly detailed 
descriptions of various typical game set¬ 
tings. These can be fitted into any game or 
campaign, and thanks to the vastly 
greater attention to minutae than most 
referees have the time to contemplate, 
their use will significantly add to the 
verisimilitude of an encounter. Available 
so far are Chilling Chambers, Alluring 
Alcoves, Sylvan Settings and Fantasy 
Furnishings, all at £4.95. I'm hoping that 
Advanced Alliteration will be the next 
release from this publisher but I fear I 
could be disappointed. 


Chris has recently had some newies 
from Hero Games including Justice Inc 
(£13.95), a boxed Champions system 
game of the rip-roaring 30s type. Then 
there's Champions 3 at £7.95 and a 
Champions Screen at £4.95. If the NPCs 
are wearing a little thin in your campaign, 


you'll be glad of Great Super Villains 
Contest at £4.95 as this is a whole book 
full of real meanies. Organisation Book 1 
(£4.95) tells you howto build up your own 
super organisations for Super Hero 
games. 

Should you want regular creative input 
to keep the action in your superworld 
moving, then the Adventurer's Club 
Magazine is bound to be a help. It's 
similar in style to the Journal of the 
Traveller's Aid Society or Autoduel 
Quarterly and issues 1 -3 are available at 
£2.50 each. 

Less good news of Hero Games (and 
doubtless caused by the wretched sterling 


exchange rate) is that there are some 
price increases. Champions goes to 
£13.95 as does Espionage and some of 
the adventures and supplements are also 
increased. Finally, Chris tel Is methatfour 
Morrow Project scenarios are expected 
soon at a likely price of £5.95 each. 


----""N 

Tortured Games 

An interesting joint venture was on show at 
Games Day. The Halls of the Dwarven 
Kings is a boxed adventure intended for use 
with all major rpgs. It is produced by Beast 
Enterprises (of Tortured Souls fame) and 
Endless Games who are well known for 
their Endless Plansfloor plans. Needlessto 
say, the adventure element is designed by 
Beast, while Endless Games chip in with 
the necessary floor plans. Contents will 
includefully illustrated player and DM aids. 
Price is £7.95 and an October release was 
planned at time of going to press. 


r N 

HugeQuest 

The Avalon Hill version of RuneQuest 
should be with us by the time you read this. 

I haven't had a peek at the contents of the 
box yet but at nearly 40 quid for the 
combined players'/referee's set, those con¬ 
tents will have to be pretty darned good. 
Disregard rumours that there is a free 
Avalon Hill accountant with every box. It 
was seriously considered, I believe, until it 
was discovered that accountants (even free 
ones) are VATable. 


More Havoc 

During those rare moments at Games Day 
when the organisers weren't awarding 
themselves prizes for being the 'Best' 
something or other, it was possible to learn 
of one or two new developments. Standard 
Games, for example, had a preview of their 
additional scenarios for Cry Havoc. They 
are presented in a very well produced 
booklet, with full colour cover, that exudes 
an aura of class — succinctly demon¬ 
strating the benefits of being one's own 
printer. Six scenarios are provided, ranging 
from the full blooded Battle of Little 
Wootton to the whimsical Knight's Lady. 
Bound to sell well at £2.95 and its 
prospects won't have been harmed by the 
excellent review Cry Havoc received in 
DRAGON® magazine #85. 

Si 4 

( -'N 

Mail Shot 

In the final issue of The Acolyte, Pete 
Tamlyn suggests that there were only 3 
copies of the spoof Embassy Siege press 
release (see IMAGINE magazine #18). 
Well, there was at least one other copy. I got 
one from Ian Marsh. Naturally, there was 
no chance that a bunch of Games Workshop 
'B' teamers could put one over on me. I 
pipped it for a hoax right away. It had to be. 

It was inconceivable that Steve Jackson 
Games would produce such an interesting- 
sounding game. I'm sure the Daily Mail will 
get the joke as well. I think it was them I 
sent my copy to... 


British Grenadiers 


American made metal figures have always 
been something of a luxury in the UK. 
Customs duties, VAT, a weak pound and 
freight charges have all combined to render 
them odiously expensive when compared to 
home-produced ranges. Despite these dis¬ 
advantages Grenadier Models (in particular, 
their most recent ranges) have put up a 
respectable performance and have 
achieved quite a wide following. Now they 
will be able to take on British ranges on 
something like equal terms. A new company. 
Grenadier Models UK Ltd, has been formed 
as the result of cooperation between 
Games of Liverpool and Grenadier Models 
Inc. The purpose of this link isto manufacture 
Grenadier figures in Britain and the 


first range, Fantasy Lords, will be in the 
shops any time now. There are 24 sets in 
the range, blister packed and, although 
prices have not been finalised at the time of 
writing, they will be in line with those 
prevailing among the British manufact¬ 
urers. The second range to appear, by the 
way, will be the popular Call of Cthulhu 
figures, also blister packed. Oh, and inci¬ 
dentally Mr Speaker sir, I should like to 
declare an interest. I work for Games of 
Liverpool and I'm also involved with the 
establishment of Grenadier UK so I'm by no 
means neutral. However, I think that the 
news of this development is of sufficient 
interest to override my natural tendency to 
diffidence. 



IMAGINE magazine, November 1984 


43 

























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fy{JAl£j(y ‘Brian Creese 

A Bi-monthly feature aBout tBepostalyami 


EN GARDE! 

The Time: 17th Century Trance 
The Place: The fashionable Trrondissements of Paris 
The Object: To reach the top of the social tree 
The Methods: Quzvling! 


M I P KnifjfttC ey to M Court 
Againne: It Has come to my notice, 
Sirrah, that you have 6een consorting zvith 
my most faithful mistress, Mademoiselle 
Anytime. ‘J'our arrogance, as ivell as your 
foolishness, astounds me, and you leave me 
no option other than to challenge you to a 
duetto the death. I await your instructions 
as to meeting place, weapon, seconds, etc. 

En Garde! is an example of that rare 
phenomenon, a commerical face-to-face 
game which I have only ever seen played 
by post. And extensively at that, for with 
something like seven games currently 
running, and between 10 and 20 players 
in each game, En Garde! has a huge 
number of participants. It is also a game 
whose basics will be particularly under¬ 
standable to readers of this magazine, for 
the game has a historical setting and no 
clearly defined victory criteria, though the 
aim is clear enough. 

The game revolves around the Social 
Level Table, and your aim is, quite simply, 
to be top of it. You might start anywhere in 
that table, for your starting position is 
dependent on die rolls. These will deter¬ 
mine your initial status, and your back¬ 
ground legitimacy. You will also have 
values for strength, constitution and 
expertise. So you may well find yourself 
at the start well up the table as a son of 
the nobility, or a little lower down as a 
bastard son of the nobility. Or right at the 
bottom, the penniless son of a peasant. 

But be not deterred, for anything is 
within reach of the determined social 
climber! Let us assume that you are 
indeed the pits, the sort of man whom no 
member of the nobility would dream of 
even addressing; what are you going to do 
about it? Firstly, you need a job, and there 
is only one decent activity for the aspiring 
socialite, you must join the army. Sadly 
the better' regiments are not open to you, 
but fear not, someone, somewhere will 
be willing to have you. Exactly the same 
thing may be said of joining a club, most 
doors will be closed, but there is always 
someone... 

Once ensconced in your regiment you 
will need to do some fighting, so you must 
ensure that you spend some time at the 



front. If you behave gallantly 
and bravely you may find 
yourself mentioned in des¬ 
patches and, hey, maybe 
you're not so bad after all. 

IrTdeed, if you continue to 
fight bravely you may even 
get promoted, and obviously 
this moves you slowly up 
the social ladder. 

But the time comes when 
you have to re-enter Paris 
society, and off you go down 
to your club. Drinking with 
your betters is the objective 
here, and an activity charm¬ 
ingly known as 'toadying'. 

The situation is analogous 
to attending GamesFair. 

You may enjoy yourself 

drinking with the masses, 

but buy a drink for Messrs Cockburn and 

Turnbull and you will have arrived. Get 

bought a drink by Tamlyn and the sky's 

the limit. 

But I digress. Having gained your 
promotion, boozed with the acolytes 
(sorry!), your next step must be to find a 
class woman to teach you how to behave 
proper. The higher the class of your 
mistress, and the more beautiful she is, 
the more your social standing improves. 
However, if she is particularly desirable 
there may be other men after her, and if 
you discover such people there is only 
one honourable and gallant action open 
to you — sabres at dawn. 

Now this is starting to get serious. I 
mean you may fight gallantly, and if 
things look very bad you can surrender 
(whoops, your social standards seem to 
be slipping) but if your opponent feels like 
it he may well just mis-hearyou, and your 
involvement with the game just came to 
an end. Such behaviour, needless to say, 
is much frowned upon and the victor, 
instead of going up in the world, slides 
down, but if he wanted you out of the way 
enough... 

But things are going well, so why not 
spend some of the money which by now 
will be flowing your way, on a party. There 
is kudos to be gained from every attendee, 
but as ever, if all the right people cc. ~se to 
the party, your party is suddenly the one 
to be seen at. 


Like many postal games of the more free¬ 
form style, every game will have slightly 
different rules, but all revolve around the 
activities I have just described. Your 
orders will consist of specifying your 
character's actions for each of the four 
weeks which make up the turn. To rise a 
level on the social ladderyou needtogain 
three times the next level in Social Points, 
ie to go to 4th level you need, in a single 
turn, to earn 12 points, but to rise to 18th 
level you need 54 points. You will also 
need to gain enough points to keep you 
where you are. Points are gained for 
military position, military prowess, toady¬ 
ing, duelling, 'mistressing', holding part¬ 
ies and almost invariably in postal games, 
for writing press. Indeed the great feature 
of En Garde! games is the vast amount of 
press written about the characters. 

En Garde! is a particularly suitable 
game for beginners to play by post, since 
relatively little effort is required to keep 
your character at a respectable level, and 
as such it represents an easy way of 
participating in a zine. However, as in life, 
reaching the top is a different proposition. 

So, what shall I do now? Round the club 
for a pint or seven with Lord du Bonnet, go 
tothe Regimental dinner or roundto Mme 
Glenda Slag for a quick... 

10£ Brian Creese 
Brian will be back in issue 22 with 
another postal game review . 


IMAGINE magazine, November 1984 


45 




zoonoo^rSaKD<go 


GAME COMPANY 


On this page we wUC advertise your RPG event or dub, 
or appeal for other gamers in your area, free of charge. 
Write to IMAGINE , The Mid, Rathmore Rd, Cambridge . 


CCuBs 

Lots of club notices this month, so you'll need your 

eyes of minute seeing... 

First, anyone living in THIRSK or SOWERBY in North 
Yorkshire and interested in playing Basic D&D, ring 
Simon on Thirsk 22687 after 5pm for details. 

Martin Lewis of WATFORD is an inexperienced 
gamer looking for folk aged 17+ 'who are patient 
enough to allow a novice to accompany them on their 
next adventure'. Has car, will travel — write to 95 
Vicarage Road, Watford, Herts, if you fit the bill. 

A notice from BLYTH... Do you, like us, think that the 
time has come for the role-players north of the Tyne to 
partake in the creation of a new gaming club (AD&D, 
CoC etc) in the so far ignored wilderness of Blyth? 
Stand up and be counted, or better still, telephone 
Mick on Blyth 360577'. 

Carl Morris, a 32 year-old teacher, is looking for 
fellow role-players in the TELFORD area. He is 
interested in all RPGs and has written several 
scenarios. If you would like to help form a club, write 
to 51 Regent Street, Wellington, Telford, Shropshire. 

David Webster wants to form a games club in the 
LEICESTER / LOUGHBOROUGH area. He prefers 
low-level play, plays AD&D, CoC, Traveller and 
others, and will learn any system. Beginners or 
experienced gamers aged 14+ contact: 

30 Queniborough Road, Queniborough, Leics. Tel 
Leicester 600383. 

Robert Perello is at sixth form college in LONDON 
(N20) and wants to know of D&D players in his area. 
Contact Club Ref 2001, IMAGINE Magazine. 


J Lewis of EAST CROYDON, player and DM of AD&D 
with 3 years experience, is looking for individuals or 
groups in the Croydon area with whom to play the 
game. 'I believe strongly in character development 
and playing realistically.' Tel 01-680 9639 

Now for established clubs looking for new members: 

'The Black Chasm Role-Playing Club of BRIDG¬ 
NORTH meet occasionally to play such games as 
AD&D, Traveller. Those who wish to join should 
contact Glyn Simpson, 3 Pool Drive, Bridgnorth, 
Shropshire WV16 5DL. Must be able to travel to 
Bridgnorth.' 

'Goole Roleplayers — yes, there is intelligent role- 
playing life in GOOLE. We play AD&D, RQ, STAR 
FRONTIERS, Traveller, Star Fleet Battles, Battle- 
cars and other games. The group meets at least twice 
a week. New members welcome, experience un¬ 
necessary. Why run from kobolds when you can slay 
giants with us? Contact David Benton on 0405 5029.' 

'Anyone above age 10 welcome, female members 
especially wanted' at an RPG club in EAST 
GRINSTEAD. They meet at Neale House, Moat Road 
on Sundays from 2 to 5.30pm, to play whatever 
games people bring along, especially RuneQuest, 
Call of Cthulhu, Car Wars, Striker, D&D. Details 
from Rick, East Grinstead 25377, or Phil, 
Copthorne 714825. 

'South East Essex Military Society (S E E M S) is 
now meeting every Wednesday and Friday 7-10pm 
at the Rocheway Community Centre, Rocheway, 
Rochford, Essex. Roleplaying, board games, 

Warhammer and traditional wargames. New and old 
members always welcome. For furhter information 


contact Richard Stokes, 159 Stambridge Road, 
Rochford, ESSEX. Tel Southend on Sea 546166.' 

SWANSEA UNIVERSITY Boardgames and Role- 
Playing Society meets on Tuesday evenings in term 
time in the Union House Bar to play AD&D, RQ, 
C&S, CoC, Diplomacy, 1829, Railway Rivals. 

Contact lain Bowen, 305 Neuadd Sibly (on campus). 

Finally, the HIGH WYCOMBE Wargames Club 

wrote to tell us that they now meet at Bassetsbury 
Manor on Thursdays, 7-10pm, and not as advertised 
in a previous IMAGINE magazine. The first visit is 
free, but please phone Steve Easton on Bourne End 
22831 to say you are going. 


Events 

You may be too late to book for Novacon 14, inGrand 
Hotel, Birmingham, November 9-11, which features 
Guest of Honour Robert Holdstock. Full attending 
membership £6. Contact Ann Green, 11 Fox Green 
Crescent, Birmingham 27 for details. 

And you'd better book your flight now if you plan to 
attend Son of-Pandemonium in downtown Toronto 
on January 19, 1985. This will feature tournaments, 
an auction, a fun-gaming area and dealers, demon¬ 
strations etc. For information write to P 0 Box 67, 
Stn. F, Toronto, Ontario M4Y 2L4. 

Yorcon will take place 5-8 April 1985 in the 
Dragonara and Queens hotels, Leeds. Guest of 
Honour will be author Gregory Benford. Enquiries to 
Christine Donaldson, 46 Colwyn Road, Beeston, 
Leeds LS11 6PY. 





IMAGINE m aga zine, Nm*em6er 1984 





































































★ ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 


Fantasy Media 


Colin Greenland, author of 
Daybreak on a Different 
Mountain and co-editor of SF 
magazine Interzone, reviews the 
latest additions to the 
fantasy/SF media. 


★ ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 


A SOLO FANTASV GAMF.BOOK 

.. SAGAS OF THK 

DEMONSPAWN 

- -- BOOK ONE 

fire*wolf 

J.H. BRENNAN 



|g 


W&ih, 








id 


Mm 





r/ 7 e /afesf />? f/7e /o/7<? cA)a/>7 o/ So/o Fantasy Gamebooks was launched this autumn by Fontana. J H Brennan, 
already responsible for the Armada series, Grai/quest, has written the first two in the Sagas of the 
Demonspawn, 'aimed at a more adult audience'. If you want to find out just how this aim is achieved, the 

books cost £1.50 each. 


'YaARGGHH!' 'HNUURRGH!' 
HNNAARGGHHH!' Yes, it’s CONAN 
THE DESTROYER (Universal, PG). His 
cowardly sidekick Malak (Tracey Walter, 
looking and sounding uncannily like Peter 
Lorre) is hiding under the altar, leaving 
Conan alone, but for his biceps. He takes 
on the black-robed horsemen who have 
surrounded him in the valley, and he 
must have insisted that they observe 
strictly the rules for melee rounds, be¬ 
cause they come at him one at a time, 
enabling him togrind all their noses in the 
dust individually and in different ways. 

Then comes the haughty Queen 
Taramis (Sarah Douglas) to offer Conan 
(Dustin Hoffman — oh, all right then, 
Arnold Schwarzenegger) a job. He has to 
escort the naive young Princess Jehnna 
(Olivia D'Abo) to a magic castle, to fetch a 
magic jewel, to take it to a magic temple, 
to trade it in for a magic horn, to bring it 
home again, to reanimate the dreaming 
god Dagoth. Princess Jehnna's virginity 
must be preserved throughout, because 
as soon as she gets home she's going to 
be (don't tell Conan) sacrificed. So Conan 
assembles his motley questing crew — 
one princess, one thief, one giant, one 
wizard, one bandit — and off they quest 
through the primaeval landscapes of 
ancient Hyborea (as played by Mexico, 
because the De Laurentiis team were 
already there filming Dune, so they could 
make Conan the Destroyer in their spare 
time). 'What good is a sword against 
sorcery?' muses Conan, but he generally 
manages to find something to do with it 
anyway. 


Fans of Grace Jones will be delighted to 
hear that she's quite splendid as the 
warrior bandit Zula, chucking hefty 
quarterstaffs about with great relish and 
accuracy. She did most of her own stunts; 
Master of the Sword and Fight Co¬ 
ordinator Kiyoshi Yamasaki called her 'a 
natural'. 

Apart from the fact that it is acted by real 
people, Conan the Destroyer is pure 
comicbook, which has the odd effect of 
making the actual animated comicbook 
largely superfluous. Like Conan, FIRE 
AND ICE (Thorn EMI, PG) is written by 
the Marvel team of Roy Thomas and 
Gerry Conway and is a tale of sword and 
sorcery in 'a magical world you'll never 
want to leave'. Truth to tell, it's a magical 
world I never wanted to go to in the first 
place, designed as it is by Frank Frazetta, 
whose pseudo-mystical cheesecake al¬ 
ways left me cold. 

Fire and Ice is directed by Ralph 
Bakshi, who's never really recovered 
from attempting the south face of The 
Lord of the Rings and getting stuck 
halfway. Much more enjoyable is his 
earlier Wizards, now on video from 
CBS/Fox, a fantasy with a sly sense of 
humour. Compared with this. Fire and Ice 
is a bit glum. Come back Arnold 
Schwarzenegger, all is forgiven. 'Grmphl' 
'Hnnuurghl' 'Grraaarrghhhl' 

M ore heroics on ice in Gregory Ben- 
ford's AGAINST INFINITY (New English 
Library, £1.75). This unusual adventure 
story is set on Ganymede, a moon of 


Jupiter undergoing geological 
and ecological surgery of the 
kind known in science fiction 
as 'terraforming', to make it 
habitable for human beings. 
The one major item the Earth 
pioneers have no way of deal¬ 
ing with is the Aleph, a huge 
but spectacularly elusive alien 
artifact — or is it a sentient 
being? Just when you least 
expect it, the Aleph comes 
burrowing out of sheer rock 
and tramples anything that 
gets in its way, shrugging off 
lasers and electron beams, and 
changing shape as it goes. 
Manuel Lopez, son of the 
mission commander. Old Matt, 
a taciturn space veteran, and 
Eagle, a savage cyborg, set 
themselves to hunt it down, for 
science, for glory, but mainly 
Because It's There. The macho 
jaunt becomes thoroughly absorbing in 
the hands of Benford, who writes with 
equal attention to scientific plausibility 
and human emotion, and writes well. 

The WHITE HART (Corgi, £1.75) is the 
first in a trilogy called The Book of Isle, by 
Nancy Springer. It's actually more sub¬ 
stantial than its terribly twee cover would 
suggest: Springer has delved deep in the 
legend and myth of the Celtic world and 
produced a creditable facsimile. When 
her imaginary country of Welas gets 
misprinted as 'Wales' on pi 74 it doesn't 
seem incongruous. Ellid daughter of 
Pryce Dacaerin is promised in marriage to 
her cousin Cuin son of Clarric, but falls in 
love with Bevan, who rescues her from 
kidnap. Bevan is a demigod at the end of 
the Age of Gods, doomed by his own 
choice to mortality, but not to powerless¬ 
ness. In prose that is sentimental but 
stately. Springer details the struggle of 
duty and desire as Cuin and Bevan ride 
out together against Pel Blagden of the 
Pit. She has an excellent grasp of the 
complex conventions of courtesy and 
chivalry that govern and organize the 
tales of knighthood in medieval texts. 
Much more than most modern fantasists, 
she uses them not only to shape and 
direct her characters, but also to restore 
clarity and dignity to material that has 
become worn from careless handling. 
WB Yeats would, I think, have approved. 

Ife Colin Greenland 

Colin will be here again next month , with 
ideas for Christmas reading and viewing. 


IMAGINE nuuptdn* November 1984 


47 



letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... 


Letters 

Ah-ha; you've arrived at last! We've got quite a 
few letters to get through this month as well. 
So without even mentioning the fact that 
anyone who has an opinion that they think 
they wish to share with other gamers should 
write to IMA GINE magazine (letters). The Mill, 
Rathmore Road, CAMBRIDGE CB1 4AD- we'll 
proceed. 

Two recent articles in the magazine have 
highlighted the different opinions gamers have 
on experience and alignment. First, you will 
recall the article on What To Do With A 
Dragon's Treasure from U17 and Turnbull 
Talking from the issue after: 

Jenn, Southwell, Notts: As if anyone needed 
advice on what to do with treasure. I mean, what 
is there to be done with money, except hoard it 
and hoard it.... My lot will hate me when I 
suggest this method of relieving them of their 
wealth. Taxes are a bit boring; perhaps this will 
be more popular. 

However, the bit about the ‘genuine multi- 
classed character’ rubs a wee bit against the 
grain. Do we see the birth of the — gulp — 
totally all-round character? I think bought 
experience is a fine notion, but if we are to allow 
human multi-classers, ability score restrictions 
on permissible classes should apply in all cases. 

Paul Bernal, Swavesey, Cambs: I enjoyed What 
To Do With A Dragon’s Treasure, and #18’s 
Turnbull Talking. The way I see it, there is a 
very distinct difference between experience 
points and experience levels, and this can be 
brought out by the use of variable training costs. 
Xps can be awarded (rather than bought) for 
treasure, monsters killed and so on; this repre¬ 
sents actual experience, using your skills in life- 
or-death situations. Having done this, a character 
must pay for training, to learn new skills and 
better skills, which must again be used in real 
action before further progress is made. All the 
fencing, or praying, or reading dusty tomes will 
be no good at all if the character cannot act under 
pressure. 

Jonathan Smith, Chinnor, Oxon: Re Turnbull 
talking: ‘officially’ gps do not buy xps. I think 
this is made clear by page 86 of the DMG, though 
it includes rules for training costs to go up levels 
— more useless complexity. 


5 Whitbread, Uttoxeter, Staffs: With reference to 
Turnbull Talking in #18,1 was interested in the 
question that arose. To attempt to find an 
answer, I referred to the Basic D&D® rules, and 
sure enough I found the answer in the Players’ 
Manual, on page 21. It says, at the end of the 
practice solo adventure: 

‘....your newly found treasure is worth a total 
of 61 lgp.... For monsters you get.... 315. Adding 
it to the 611 for treasure, your total XP award is 
926.’ 

This means that you keep both the treasure 
and the xps. Presumably this can be applied to 
both the Basic and ADVANCED DUNGEONS 

6 DRAGONS® games. 

David Webster, Queniborough, Leics: I had 

always used the xps or gps method, but more 
recently have found awarding both can be 
effective, depending on the players and the 
money supply. 

Robert Walker, Caithness, Scotland: Was What 
To Do With A Dragon’s Treasure a joke, or do 
some people not do what the article suggests? 

Jeremy Nuttall, Congleton, Cheshire: For the 

first time in ages Don is talking about something 
worthwhile. Well done Don. We never used to 
make players pay for xps, but now they better 
watch out.... 

Leigh Clayton, Portsmouth: I don’t think Don 
Turnbull should be given a whole page.... 

Be quiet, Leigh, or he'll hear us. / think the 
above gives you the idea. Before we printed the 
article and TT, the games playing world was 
confused, separate and unguided. Now, it's 
exactly the same.... / wonder if there's a 'one 
true way' concerning alignment? 

David Webster: I have always felt alignments 
tend to stereotype characters, so I normally ask 
players for a set of their characters’ principles 
and beliefs and ask them to stick to these as they 
would an alignment. 

Jeremy Nuttall: Stirge Corner hit upon one 
strange area of the D&D game in the alignment 
system. I run my system where no player has an 
alignment, but acts in their own individual way. 
The GM is the one who determines alignment 
when detect evil spells and so on are cast. The 


overall feel of my campaign at the moment is one 
of Good struggling against Evil with Druids 
trying to maintain the balance. 


Jenn: This is how I run my alignment system: 



According to the history books, when All created 
his world, a force in opposition to that which 
was created came into being. At first Uncreated 
was not evil as we know it today, it merely 
complimented Created. 

Eventually there developed the Three Powers 
— Law, Neutrality and Chaos — which were the 
same, and yet different aspects of the same. So the 
Tale of Numbers read as far as three: One, 
Creator, the All; Two, Powers of Created and 
Uncreated; Three, Powers of Law, Neutrality 
and Chaos. 

Uncreated was jealous of the World, and of 
Creator’s hold upon it, and so began to destroy 
its harmony by planting seeds of dissent. Then, 
with the world unstable because of its inter¬ 
vention, Uncreated dealt its blow: it split the 
Three, so they could not (and cannot) now be 
thought of as one — Good was divided. 

But Good fought back, and forced upon Evil 
Uncreated the same split, disuniting and weak¬ 
ening it also. 

So Good and Evil fight, and hold equal 
power. But the division of Power is different for 
each, for a portion of Good escaped the split. 
The All imprisoned Evil and split Good within 
Time, but whole Good remained free and united 
with the Creator. This may give Evil an advan¬ 
tage within Time — but part of Good is free. 

Interesting situation, yes? 


Back Issues 


Back copies of IMAGINE 1 * magazine are still available direct from the publisher. Is your collection complete? 



1 Introductory scenario, figure painting ★ 

3 AD&D scenario, Dave Langford fiction 

4 STAR FRONTIERS® game scenario, Anne McCaffrey fiction 

5 CELTIC SPECIAL: new druid spells, Celtic mythology. 

6 Acrobat class, multi system scenario, Ian Watson fiction 

7 The DRAGONQUEST® game: introduction and scenario 

8 Cantrips, Sorceror’s Apprentice, intermediate level scenario 

9 FREE BOARDGAME, 0-level MU scenario, Cantrips 

10 Phantasmal Forces, AD&D scenario 

11 Cavalier class, Horse Combat, Private Lives of NPCs ★ 

12 Solo adventure, Terrain$Climate, Brief Encounter, Enchantment ★ 

15 GamesFair ‘84 Special, Marsh Dragon ★ 

16 EGYPT SPECIAL: mythology, magic, scenario. PELINORE 

17 CELTIC SPECIAL II: mythology, scenario. Drow ★ 

18 SF features, Creating Monsters, Games Without Frontiers ★ 

19 Companion Set scenario, Golems, Private Lives of NPCs II 


All back issues are available at £1.00 each (UK price only). 

★ Stocks running low, please order now to avoid disappointment 


48 


IMAGINE nuujadne, November 1984 


























letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... letters.... 


Yes it is - although, just like any other 
'alignment system'. I'm sure it's major attract¬ 
ion in your campaign comes from the fact that 
your players accept it and manipulate their 
characters within it. And that's the crux of it; 
each group of players needs to adopt an 
alignment/deities/religion system that they 
can feel comfortable with. Some will ignore 
alignment in all but its most blatant aspects, 
while others, like Jenn, will add a great deal of 
sophistication to their alignment play. This is 
an area where interpretation is not just an 
encouraged facet of the game, but an absolute 
neccessity. 

The last major chunk of mail revolved around 
the Celtic material in #18, a subject we 
touched on last time. 

Carl Seaquisl, Annapolis, Maryland, USA: I 

enjoyed the adventure Tir Nan Og, but was far 
less impressed by the history/mythology articles. 
Both the second part of Magic & Mayhem and all 
of Lore, Lay & Legend were simply random 
excerpts from old Irish and Welsh literature. Not 
only do I see no useful application for this 
information to role-playing, but I doubt that it is 
even helpful in personal education. It’s trivia! I 
would prefer to see articles with smaller scope 
that are complete; for example, an essay on the 
development of one god’s image in the eyes of 
different Celtic peoples would give a better 
perspective of the God, and allow the GM to 
role-play either the God or his followers very 


well. Brian Branston’s Gods of the North is a 
good source for Nordic studies, and I assume his 
book The Lost Gods of England will be of equal 
quality. 

As an example of the sketchy nature of Lore, 
Lay and Legend, I note the following. Cad 
Sodden is included in a list of the three most 
frivolous battles of Britain, but Robert Graves 
has shown in The White Goddess that the story, 
which is older than the list, originally described 
the replacement of an entire pantheon! 

Melvyn Huntley, Poole, Dorset: Having read the 
Letters Page in #18,1 had to write to you and say 
that #16 is the best issue you have produced so 
far. Those readers who were ‘cool’ to the Egypt- 
AD&D link-up should be cast into the void. It 
makes a change for a scenario not to be based in 
some pseudo-medieval world. I have a fixation 
for Middle Eastern settings, and your special 
feature was like an oasis in the desert to me. 

Jenn (Again? Won’t people start to talk?): Very 
good articles, but watch some of the pronoun- 
ciations Mr Davis — I reckon you’re simplifying 
them a wee bit. This is the stuff which attracts 
me and my type — legend, lore and names with 
meanings that matter. Similar treatment of our 
friends the Norsemen would go down a treat. 

Robert Walker: Celtic articles. How much was 
from the Celtic myth, and how much was from 
the author’s imagination? 


Letters 

Iain Dafydd Bowen, Port Singleton, Abertawe, 
Wales: Your excellent article on the Celts was 
well documented and was made up of interesting 
‘software’. The Mabinogion articles were very 
nicely written with perhaps only two mistakes/ 
omissions. While you corrected the mistake of 
Dyved to Dyfed, you missed the correction of 
Cantrev to Cantref — ‘v’ does not exist in 
modern grammatical Welsh. An important part 
of the story of Hafgan is that he recognizes Pwyll 
as not being Arawn and realizes that he will 
receive no mercy. Another point is that Pwyll 
and Arawn look after each other’s realm so well 
that no man notices, and this contributed much 
to their friendship. 

Marcus L Rowland: Many thanks for publishing 
my Traveller article, The Highest Wisdom. 
Unfortunately, the starship’s USP didn’t repro¬ 
duce in the reduced format. Hardened Traveller 
players will need the following statistics: 

Calypso Class Laboratory Ship 
High Guard Specifications (2nd edition) 
LX137 Hartnung Challenger 
LX-4422241 -010000-10000-(T 

Batteries Bearing 1 

Batteries 1 

MCr 164.91 400tons TL=13 EP=8 Agility=l 
Crew'=5Passengers=5Low'=0Cargo=10Marines=0 
The ships boat is a standard unarmed design. 

J& Letters edited by Paul Cockburn 


VOP 



by Ian Gibbs 



Next Issue 


# 21 : £1 


YOU HAVE ONLY ONE MONTH TO SAVE THE WORLD 

Introducing the one-and-only 

MARVEL SUPERHEROES® game 

At last — it's here! Come with us into the amazing world of 
Superhero role-playing in this special issue of IMAGINE™ magazine 

- plus - 

MONSTERS, MAGIC & MAYHEM — those special magical creations; 
how to breed the dragon-winged, tiger-clawed, armoured-shelled vorpal bunny 

from the safety of your own castle 

- plus - 

our own brand of Xmas fun (what? Xmas already?) 

49 



IMAGINE magazine, November 1984 









































There's only 
one word 
to describe 
a magazine 
that publishes 
science fiction 
of this calibre. 



Ask your local 
retailer to deliver or 


write to: 


TSR UK Limited, 

The Mill, Rathmore Road, 
Cambridge CB1 4AD 
Telephone 0223 212517 


AMAZING" is a trade mark owned by TSR Inc 


THE 


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GAMES SHOP 



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Open 9.30-1.30 and 2.30-5.30 Closed Mondays 



DIALOG 

Lew Pulsipher’s regular column 
which proves that the UK and the 
really are two nations 
divided by a common language. 


I’m the computer nut at Castle Puls, but my 
Alter Ego reads computer material occasionally, 
including the articles that they have in 
IMAGINE and White Dwarf magazines. So I 
wasn’t surprised when Alter asked me why what 
he read in British magazines seems so different 
from American computer scribblings. 

‘Well, although there may be more computers 
per capita in Britain than America, if we can 
believe one British manufacturer, Americans 
spend more money on computers, and compar¬ 
able equipment is cheaper in the USA. In Britain 
cassette tape is easily the major method of mass 
storage, but here the number of cassette users is 
dropping out of sight. For example, the Com¬ 
modore disk-drive shortage occurred because 
90% of the zillions of Americans who buy a 
Commodore 64 buy a disk drive as well, a much 
higher percentage than the company planned 
for.’ 

‘And also,’ Alter interjected, ‘Commodore 
computers and disk drives are $100 cheaper, 
each, than anyone else’s.’ 

Yes, but prices are decreasing despite the end 
of the Great Suicidal Price War that killed 
Timex — who marketed Sinclair computers — 
and TI, and severely wounded Atari. Most 
computers sold now include a disk drive or two 
in the price — cheaper than buying them 
separately. Anyway, many games aren’t even 
sold in cassette form any more, and you could 
never get much non-game software on cassette. 
And another difference between American and 
British micro-dom is usable RAM. Anything less 
than 48k here is a joke — in fact the 16k Atari is 
the only machine you can find in stores w ith less 
than 64k — and most non-reflex games are 
written for machines with at least 48k.’ 

‘Why don’t American software houses convert 
games for British computers? One million 
Spectrums is nothing to sneer at.’ 

‘Hard to say, since they go to the trouble of 
converting programs to different machine lang¬ 
uages here, despite the difficulties. Maybe it’s 
just a long w'ay from California to Britain, Alter 
— 7,000 miles? And American software firms 
don’t know how to do business in Britain. Most 
of them can’t even do business properly in 
America. And the American, Timex, version of 
the Spectrum — though it was well received 
when it came out before Christmas — isn’t sold 
any longer because Timex bailed out of the 
computer business. They refused to risk further 
competition with Commodore and Atari.’ 

‘What about 8 bit vs 16 bit?’ 

‘It takes a w'hile for the full superiority of the 
‘bigger’ chips to be realized. But we’re already 
into chips that are 16-bit at one ‘end’, 32 at the 
other, such as the Apple Mackintosh and its 
big-deal ‘1984’ advert. Unfortunately, American 
manufacturers of both hardware and software 
are bogged down in IBM mania. It would be 
hard for British readers to imagine how the US 
micro industry is dominated by those three 
letters. The IBM PC is not bad, but it’s nearly 
three years old — ancient by computer standards. 
Yet everyone (except Apple) wants to make his 
computer IBM compatible’. And when IBM 
comes out with a cripple like the PCjr...’ 

‘What an awful keyboard, a throwback.’ 

‘...yes, grossly overpriced, but the pundits fall 
over themselves in a hurry to say it’ll become the 
home computer standard because of those three 
letters. Allegedly, everybody writes software for 



it, even though not many people are actually 
buying the machine; and sooner or later, the 
reasoning goes, people will buy it just so they 
can use all that software. I think they’re wrong 
— people aren’t that gullible, when there are so 
many cheaper computers around with lots of 
softw are — but who know's? And if the operating 
system becomes popular, Commodore and Atari 
will issue ‘compatible’ machines and decimate 
the PCjr. I hope. At least Britain doesn’t have to 
put up w'ith such BS.’ 

If all that’s true, Puls, maybe the British will 
be the innovators for a while.’ 

If the Apricot and the Sinclair QL are any 
indication, you may be right. Or the Japanese 
may do it with an all-in-one color-computer- 
monitor-TV-VCR-phonograph-tape-deck-‘video- 
tex’ machine — did I forget anything?’ 

AM/FM radio.’ 

‘Sure. But w hile w^e’re speaking about differ¬ 
ences between the US and Britain, Alter, do you 
think the British can imagine what the D&D 
phenomenon is like over here?’ 

‘Well, you told them about the morning D&D 
cartoon show'. By the way, after the first four 
episodes all I could get was repeats, ‘til I gave up. 
There was a rumor that adults complained 
about the excessive violence, but I doubt that 
explains it. Anyway, they’re showing new' stuff 
now.’ 

Yes, they know' about the cartoon, but what 
about the rest? The D&D lunchboxes for 
schoolkids, and D&D notepads — maybe even 
D&D underw ear and T-shirts and bedcovers. We 
gave a 500-piece D&D jigsaw' puzzle to Jim and 
Karen. At Christmas there were 6- to 12-inch 
plastic dolls in the shops — not a half-bad 
dragon, though evidently not many dolls were 
actually sold. There are D&D adventure books 
on children’s best-seller lists, and novels using 
the theme if not the name of the game have been 
published. One even reached the adult best-seller 
list.’ 

‘Mazes and Monsters or whatever? From w hat 
I read about it, that was hardly a plus for FRP. It 
made the game look like an activity for 
crackpots, or something that w r ould warp the 
minds of children. We don’t need that kind of 
publicity, Puls.’ 

‘No, but that’s not as bad as when people who 
confuse D&D wdth live-action ‘games’ like 
Survivor, Kaos/Killer, and the Society for 
Creative Anachronism’s tournaments.’ 

I can see how they might mistake the SCA — 
at least they wear armor and use swords 
(wooden, thank heaven). I don’t know how 
people confuse fantasy role-playing with Kaos 
or Survivor, since they use dart guns and a 
contemporary setting.’ 

But they do. And do you remember that gang 
that put on a ‘demonstration’ at the ORIGINS 
convention a few' years ago, with real, naked 
swords instead of wooden ones? Even if it was 
half-slow motion — ‘only’ half — I wish they’d 
gone to the next state.’ 

How could I remember when you made me 
stay at that castle last year? By the way, Puls, 
w'hat’s the latest on the D&D movie?’ 

‘I try not to notice, Alter. I dread the day when 
it may come to pass.... Such prospects make us 
over-30 D&Ders cringe. And speaking of age, I 
think it’s bedtime. Don’t forget the alarm.’ 

J& Lew Pulsipher 
IMAGINE magazine, November 1984 


50 

















Aztecs believed they had to make sacrifice 
to ensure the sun rose every morning. 
Very Lawful; but Lawful Evil, 
not Lawful Good. 





adventurer 


Last issue, I started with a little moral 
p rob I e rn ^for. the wo u Id-be La wf u I 
Good; so here's a similar problem for 
the bad guy. Imagine you are a 
Chaotic Evil thief who finds himself in 
a party consisting entirely of ultra- 
Lawful Good characters; how would 
you behave? Would you, for instance, 
blaspheme loudly at the miserable 
goody-goodies and lay about you with 
gusto and a dagger? I hardly think so, 
unless you are looking for a short life 
but a merry one. The chances are that 
you will act holier than holy, biding 
your time and waiting for the golden 
opportunity, as when the chief cleric 
asks you to hold the rope while he 
lowers himself down this interesting- 
looking well. Aa-tchooo! Crash / 
"Sor-ry!” 

But there are many DMs who would 
complain that you are not acting in 
character, just because you are behaving 
most of the time as though you were 
Lawful Good. This is not right. It may be 
that handsome is as handsome does, but 
in the AD&D game, evil is as evil thinks. If 
a player wants to make sure that the DM 
doesn't misunderstand his actions, he 
can always take him aside privately and 
explain that beneath that lily-white ex¬ 
terior, his character's heart is as black as 
coal. He may even stipulate that his 
character spends his spare time, when 
unobserved by the rest of the party, 
torturing cats. 

Evil characters pose a number of prob¬ 
lems, for both players and for DMs. For 
players, it is particularly hard to make 
progress with an Evil character — they 
tend to not live long. And they often find 
themselves spending most of their time 
formulating horrid plots that they never, 
or rarely, get the chance to execute. For 
the DM, the problem is that it is usually 
impossible to judge whether a player is 
being true to his Evil alignment or not, 
since most of the time he will be 
dissimulating his true intentions. Only if 
the player misses some really obvious 
opportunities to do Evil and get away with 
it, or starts making sacrifices beyond the 
call of duty for the good of others, can it 
really be said that the player is acting out 
of alignment. The exception to this is 
when you have a party entirely of evil 
characters (most likely Lawful Evil in such 
a case) when they can give vent to their 
wickedness freely. 

\ once had the opportunity to play a 
characte, in a party entirely made up of 


Chaotic Evil characters — it was quite an 
experience. The party rarely got as far as 
the dungeon, and spent most of its time 
running riot in the village, slaughtering 
the staff in the inn and robbing tills rather 
than monsters. The poor DM, who was a 
novice, didn't know what had hit him — 
he had expected to run the game in the 
dungeon, not the village. He coped very 
well, considering. Be warned; it might 
happen to you. Be ready if it does. 


of ritual human sacrifice to make sure the 
sun rose every morning. Very Lawful, but 
Lawful Evil, not Lawful Good. Another 
good example of the Lawful Evil type is 
provided by the Nazis — a rigid, law- 
abiding society. It just so happens that 
laws which say that Jews should be 
gassed by the million are wicked and evil. 

Again it is necessary to consider Chaos 
and Evil in the context of how you wish to 
implement alignments, whether merely 


A page for the 
not-so-experienced 


Sauron rath 
marches wi 
Such anti-h 
fantasy lite 
common ir 
fighting on 


would be quite a novel 


^n argument you may come across^ 
regard to characters of 
alignment, is that to be truly Chaotic 
should behave randomly, and do i 
things as decide the course of 
actions by the throw of a die. Thi 
error. Chaos, in the sense that it is used 
when talking about alignments, does not 
stand for random behaviour. It stands for 
freedom of behaviour. The prime example 
of a Chaotic Evil person in real life was 
probably Aleister Crowley, the famous 
black magician. One of Crowley's sayings 
(and I quote from memory) was 'there is 
but one law; do what you will'. This sums 
up the Chaotic attitude quite nicely. 
Whatever pleases you, do it. No-one has 
the right to tell you to do otherwise, 
unless of course they coerce you. If it is 
possible to sum up the Chaotic Good 
attitude as succinctly, the phrase would 
have to be 'do what you please as long as 
it doesn't harm anybody.' Already the 
modification introduces an element of 
Law. Chaotic Good is not as Chaotic as 
Chaotic Evil. 

As I have said before, and will probably 
say again, to get a proper understanding 
of Chaos as an alignment, the best thing 
to do is to read the Moorcock novels in 
which it originates. Remember too, that 
Chaos is the antithesis of Law, not Good. 
Law can be rigid, sterile, unbending, 
unpitying. Lawshows no mercy — punish¬ 
ment follows crime as surely as the law of 
gravity decrees that an unsupported body 
must fall. Think also of a society like the 
Aztecs, who believed that it was absolute¬ 
ly essential to keep up a regular practice 


As to the Moorcockian battle 
Law and Chaos, to be a member of 
fighting on the side of Chaos agains 
forces of Law would be very interes 
particularly as the Law/Chaos divide 
right across the conventional moral polar¬ 
isation of Good/Evil. There are all sorts of 
moral dilemmas such a struggle entails. 
Try and imagine a Lawful Good paladin 
making common cause with a Lawful Evil 
mindflayer on the grounds that both are 
on the side of the Law, and you see the 
complications that arise. Yet if the final 
battle is between the forces of Law and 
structure, and those of Chaos and free¬ 
dom, that is the way the chips may lie. 

J& Roger Musson 

Previous Stirge Cornerthemes are detail¬ 
ed below. To obtain back issues see p48. 

#1 & 3: Introduction to rpgs; #4 & 5: Beginning as a 
DM*; #6 & 7: Staying alive; #5: Treasure*; #9: 
Monsters*; #10: Treasure & monsters*; #11: Time & 
motion*; #12: Role-playing; #15: Mapping*; #16: 
Scale; miniature figures; # 17: DM-ing equipment*; 
#13 & 19: Alignments . ma)n , K for DMs , 

Please note that #2, 13 & 14 are out of print. 


IMAGINE magazine* November 1 984 


51 


CORNER 














Press Cuttings 


SOAPBOX 

A new platform for the hobby to speak its mind 
This month's contributor — 

Graham Staplehurst 

editor of The Wind's Sixth Quarter 


Adventure gaming and roleplaying — two 
names for the same thing, right? Wrong! 

The stress in adventure gaming is on gaming , 
something which naturally involves games¬ 
manship. Roleplaying is an artform, and has 
all the qualities of a game with none of the less 
desirable aspects. 

Let’s think about art for a moment. There are 
many, many artforms, which can be divided 
up in many ways. I’d like to expose a division 
among artists and in art that mirrors the state 
of the rolegaming hobby. ‘Original’ art 
doesn’t involve being better, just different or 
innovative. It means coming up with some¬ 
thing new that people can appreciate because 
of its beauty or form. The artists put their 
best into it and do the job as best they can, but 
only expect to be judged on the finished 
product in its own right. A composer writing 
a piece of music, a painter filling out a canvas 
— these are artists working on something 
original, not attempting to reach pre-set 
standards, but trying to satisfy themselves 
and to pass on that satisfaction. 

On the other side of the coin is ‘competitive’ 
art. Artists who interpret, or copy, or recite 
‘original’ art in a competitive way; trying to 
emulate others, be better than others. Ice 
dancing, piano competitions, photographic 
exhibitions. All are limited by their theme, 
their dependence upon others’ work. They 
strive to perfect the execution of their work — 
adding to the original art, maybe, but unable 
to go beyond it. 

For art is continually expanding, by going 
beyond the current boundaries. Even in 
established fields, such as classical music, 
painting, sculpture and drama, originality is 
encouraged and highly praised. The more art 
there is, the better we can appreciate it, and 
even more so if it is ‘original’ art. Gymnasts 
who work so hard for maximum marks are 
bound by the limitations of their discipline; 
the size of the mat, the equipment allowed, 
the strength and agility of their bodies. And 
when they achieve the maximum, what then? 
‘Competitive’ art is ultimately stale and 
unoriginal. The conception of the initial work 
is the crucial part, and if the freedom 
‘original’ art needs is denied or restricted, 
then the end product will be less appreciated. 

To return then to our hobby; role-playing, 
adventure gaming, or call it what you will. 
Currently, most sytems and game-aids 
commercially promote adventure gaming, 
and promote it as ‘competitive’ gaming. 
Players compete with each other to attain 
levels of skill and wealth, to accomplish laid 
down objectives. Execution of the game must 
be perfected within the allowed framework; 
52 


the rules must be learned to help you win. But 
although knowing how to use the rules to help 
improve your precision and style, you are 
limited to repetitions. An adventure from a 
module is merely a recital. Adventure gaming 
takes you only this far, and however well you 
do it, it is not satisfying as art. You may be 
able to think up variations, interpretations, 
characterisations — but these are no more 
valuable than a cover version of the original 
piece, and sometimes as dire as a painting-by¬ 
numbers kit. 

Shouldn’t we all aspire to something better? 
To get beyond the simple execution a game, 
and into the development of our own 
‘original’ artforms? Roleplaying goes far 
beyond the established limits of games, and 
so should drop the concepts of gamesmanship 
winning. ‘Art for art’s sake’ as the saying 
goes; let’s make roleplaying an artform by 
encouraging and stimulating original thought. 
Over the last few years, game companies have 
concentrated on providing rules systems 
from authentic historical, fictional or film 
sources — unoriginal by definition in artistic 
terms. Too much attention and emphasis is 
placed on the games system in all its sections, 
from combat to magic to technology, without 
inspiring equally high levels of quality in 
personal scenario and campaign design — or, 
most of all, roleplaying. Are we to see 
roleplaying as a creative process, or as mere 
mimicry; the acting out of a prepared script? 
How much creativity are GMs encouraged to 
give their players? How much participation 
in the whole game? All too little, I feel. The 
professional modules are all full of objective 
to be gained, enemies to be slain, evil to be 
overcome. Not content with restricting play¬ 
ers (and GMs) through ad hoc systems of 
rules, the game companies persist in inflicting 
straight-jacketed, manipulative and uni¬ 
directional adventures that remunerate un¬ 
realistic systems and reduce what can be an 
engrossing and highly rewarding pastime to a 
simple game of tactics, legalised cheating and 
dice rolling. 

Perhaps few people care about art in this day 
and age. Games companies exist to make 
profits and provide a living for their employ¬ 
ees, not to broaden the culture of their 
audience. But here is the potential for an 
artform that many can enjoy; one doesn’t 
need the skill it takes to play an instrument, 
the command of English of the poet, the eye 
and dexterity of a painter, or the poise and 
agility of a dancer. What is needed is a system 
to turn the soil of a thousand imaginations 
more deeply than ever before, and to plant the 
seeds of positive, creative role-playing — and 
the art will flourish and propogate itself. 

G Staplehurst 


After the scarcity of zines over the past few 
months, the FRP market has seen a large 
explosion of new magazines. The summer was 
obviously a busy time for a lot of people! At the 
same time, we can see how the old guard fared 
in the two major awards of the autumn; since 
last month both the Games Day Best Fanzine 
Awards and Zine Poll results have been 
revealed. Let's look at the former first: 

1984 GAMES DAY AWARDS 
Best Fanzine Category 

1. DragonLords 

2. Miser's Hoard 

3. Tempestuous Orifice 

(4. SEWARS; 5. Acolyte; 6. Demons Drawl) 

So DRAGONLORDS wins for the third time in 
three years, and for the last time it will qualify. 
MISERS HOARD deserved second place, I 
feel, as one of the longest-running zines 
around at the moment. TEMPESTUOUS 
ORIFICE must be a contender for first place 
next year, as the quality goes up and up. The 
latest issue, #6, is superbly produced, with 
crisp printing and art. The contents are up to 
scratch as well, with discussions of character¬ 
istics in frp games, a large T&T solo set in 
Egypt and plenty more. 

SEWARS has been running for a number of 
years without making much impression on the 
awards, but Chris' hard work at publicising the 
magazine is obviously paying off. #20 carries 
the traditional mix of AD&D game monsters, 
scenarios, etc, while SEWARS 20.5 is a small 
humorous parody of the usual approach. 

THE ACOLYTE just scraped into the awards, 
as most people seemed unsure whether or not 
it was an frp zine. I say 'was' as the 60th and 
final issue is finally here. Pete has decided to 
fold the zine due to lack of money and also a 
lack of desire to stay a part of the hobby feuds 
which have grown up. Pete has had a 
reputation as a feuder and seemed to enjoy it; 
now, recent developments have proved too 
much for him and he has decided to drop out of 
the hobby and fanzine production. The Acolyte 
will be greatly missed. 

The full story of the Acolyte fold can be found 
in Trev Mendham's excellent gossip and news- 
zine SCHOOL FOR SCANDAL, which covers 
the games hobby and industry. Can you afford 
to be without it? Performing a similar job of 
rumour and gossip spreading for the SF world 
is Dave Langford's ANSIBLE, issue 39 being 
the latest. Again, it is invaluable if you want to 
get behind-the-scenes news and gossip. 

There are apparently some people out there 
actually reading this section of IMAGINE 
magazine, who have taken the advice given 
and started their own fanzines. FIERY CROSS 
is the first of these new zines, and presents a 
very pleasing first issue. FC covers the AD&D 
and T&T games, plus reviews and some chat. 
One to look out for. BLOOD, GUTS AND 
BEER, apart from having a charming name, is 
run by a bunch of RQ fanatics, and should 
appeal to anyone who is eqally devoted to the 
game. SPAWN OF CHAOS, on the other 
hand, offers a rather poorly put together first 
issue. Standard AD&D material, with some 
awful cartoons. Another of the new arrivals, 
SUPERHERO UK does lack a certain some¬ 
thing in appearance (resembling SEWARS), 
but presents a lot of good content. The 
magazine aims at providing a forum for 
discussion, ideas and information for super¬ 
hero gamers in the UK. It should fulfil that aim 
admirably, being run as it is by Simon Burley, 
co-author of the Golden Heroes rpg, and the 
special multi-system super-hero adventure 

IMAGINE magazine, November 1984 






appearing in this magazine next month. 
SUPERHERO #1 carries a large multi-system 
scenario and articles outlining just how to set 
up a Superhero campaign. 

DAGON isn't new, as #1 appeared a while 
ago, and lost a fair amount of money. #2 has 
now appeared and offers a wide range of 
material for Cali of Cthulhu (Dagon being the 
title of H P Lovecraft's first published story). 
The zine is definitely worth getting if you play 
CoC. Mind you, they are going to carry on 
losing money if they insist on using card covers 
which cost 22p each to produce! That is not the 
most sensible method of producing a zine. 
VACUOUS GRIMOIRE #2 has also appeared. 
It is longer, better produced and an improve¬ 
ment on #1. The magazine still lacks any 
strong content, being a mixture of poor D&D 
game and computer articles. Last, but by no 
means least, of the frp zines is RUNESTONE 
#4, an issue which has been delayed by printer 
problems. In fact. Bill did think issue 5 might 
appear first! This issue has articles on SF 
background, Norsequest, plus D&D, and is a 
well-balanced mix of FRP/chat and a few 
postal games. 

The Zine Poll looms larger than the Games 
Day Awards in postal gamers' minds. The most 
controversial aspect of the poll this year was 
the new use of average votes for each zine 
rather than the hideously complex preferment 
method used last year. This method produced 
some surprises in both the upper and lower 
regions of the results. 

The winner of the poll was Alan Parr's 
HOPSCOTCH, a deserved win for a zine 
which has always tried to promote innovation 
in postal gaming. Hopscotch is the zine to try if 
you don't want to play the usual run-of-the- 
mill postal games. Second was NMR! which 
continues to offer efficient postal games, along 
with pub guides, chat and comments; as the 
latest issue shows, it generally has something 
for everybody. MAD POLICY, run by Richard 



Walkerdine, who organised the Poll, came 
third; and #99 carries the full results listing an 
analysis for those of you who are interested in 
seeing the complete results. It is interesting to 
note that the Acolyte only reached 7th place, 
while several European zines in fact came 
higher. Perhaps a reflection on Pete's mood 

IMAGINE magazine* November 1984 


recently and the impending fold, rather than a 
sudden improvement in the European zines. 

One place above the Acolyte was CUT & 
THRUST, largely due to its great coverage of 
the En Garde game TAKE THAT YOU FIEND 
having now dropped the International from its 
name, gained 10th place in the poll. The latest 
issue continues the staunch defence of T&T 
with an interview with Ken St Andre, as well as 
offering the usual games. PSYCHOPATH got 
to 12th place in the poll, which must have been 
a pleasing resultfor Mike Dean, although #15, 
sees him announce that he is passing over the 
zine to Wallace Nicoll and Doug Rowling. They 
will, no doubt, continue with the excellent mix 
of postal gaming, chat, FRP, SF and comics 
whcih Mike has built up. 13th place in the poll 
went to Steve Norledge's RAPSCALLION. 
The latest issue has plenty of chat about 
everything from cricket to racism, plus Cthulhu 
and a Manorcon review, not to mention the 
postal games. 



GREATEST HITS, the usual winner of the 
poll, managed only 22nd place this year — a 
long drop for a zine as good as GH. GH 118 is a 
rather reduced, games only issue, but Pete 
promises an extra-large, computer-produced 
119. TALES FROM TANELORN was 25th, 
though it has now folded after #8. The reason 
isn't that Matt is leaving the hobby, however, 
simply that he has started a new mimeoed zine 
in its place; SWANSEA WITH ME promisesto 
be very similar toTufty in content. Meanwhile, 
just to confuse everyone, Alex Zbyslaw (he of 
unpronounceable Polish name!) has started a 
newzine — also called SWANSEA WITH ME! 
This promises to be a pure chat zine. 20 
YEARS ON came 29th. This is an invaluable 
directory to all the postal gaming zines 
available and most of the FRP ones. Every 
fanzine reader should have one; MASTERS 
OF THE PRIME came 36th, offering a good 
game of En Gardel, Judge Dredd and Baseball 
Wars for all that. MOUSE POLICE didn't make 
it into the Poll, but is steadily building up in 
size, and content, based around En Garde!. 
LANKMAR STAR DAILY is based around the 
running of a vast new FRP campaign called 
2112, and #9 comes complete with an A5 
booklet of rules. It looks like a very well thought 
out amateur campaign. HACKING TIMES is a 
Diplomacy zine produced by Greenwich Young 


Liberals and approved of by David Steel, 
believe it or not. No, I didn't either.... 

SCAN #29 is a small comics zine/amateur 
comic and has some amusing pieces on Dos 
and Donts for would-be D&D adventurers, as 
well as ads for adventurers' aid from BUPA! 
Lastly (phew!), the usual odd item in the form 
of GAMERS, a series of cartoon strips from 
Tri-Tac. It is a vey funny look at gamers and the 
things they get up to, but not really worth the 
£1.50 that Games Workshop seem to be 
asking for it. J& Zines reviewed by Mike Lewis 



Tempestuous 
Orifice 4! 

Featuring a Cthulhu Scenario 
by Imagine’s Simon Redgrave 

TO 4,5,6 available 60 P 

TO 4+5+6 only £1.50 

PATRICK FAMA, 15 York Close, 
l Morden, SURREY SM4 5HW > 


ACOLYTE, Pete Tamlyn, 2 Poplar Road, The Coppice, 
Aylesbury HP22 5BN (45p); ANSIBLE, Dave Langford, 94 
London Road, Reading, Berks RG1 5AU (6 for £2); BLOOD, 
GUTS & BEER, Sue Gardner, 1 Elm Drive, Hove, Sussex BN3 
7JS (65p); CRASIMOFF'S WORLD NEWSLETTER, KJC 
Games, 5 Vicarage Avenue, Clevelys, Blackpool, Lancs FY5 
2BD (50p); CUT & THRUST, Derek Wilson, 321 Headley Road 
East, Woodley, Reading, Berks RG5 4SE (25p); DAGON, Carl 
Ford. 11 Warwick Road, Twickenham, Middlesex TW2 6SW 
(55p); DEMON'S DRAWL, Jeremy Nuttall, 49 Longdown Rd, 
Congleton, Cheshire; FIERY CROSS, Tom Stacey, The Mill 
House, Rays Hill, Hawridge, Nr Chesham, Bucks HP5 2UJ 
(55p); GAMERS, available from Games Workshop, 27-9 
Sunbeam Rd, London NW10 6JP (£1.50); GREATEST HITS, 
Pete Birks, 65 Turney Road, London SE21 7JB; HACKING 
TIMES, Dylan Harris, Greenwich Young Liberals, 76 Haddo 
House, Haddo St, Greenwich SE10; HOPSCOTCH, Alan Parr, 
6 Longfield Gardens, Tring, Herts (40p), LANKMAR STAR 
DAILY, Robert Nott, 158 Pendeen Park, Helston, Cornwall; 
MAD POLICY, Richard Walkerdine, 144 Stoughton Road, 
Guildford, Surrey GU2 6PG (40p); MASTERS OF THE 
PRIME, Bryan Betts, 14 Pickwick Grove, Mosely, Birmingham 
B13 9LN (40p); MOUSE POLICE, Rob Wilson, 6 Shorefields, 
Benfleet, Essex SS7 5BQ (20p); PSYCHOPATH. Wallace 
Nicoll, 228 Kinell Ave, Cardonald, Glasgow G52 3RU (60p); 
RAPSCALLION, Steve Norledge, 75 Hawkhurst Way, West 
Wickham, Kent BR4 9PE (40p); RUNESTONE. Bill Lucas, c/o 
John Astor House, Foley Street, London W1 (50p); SCAN. 
John Freman, 126a Greaves Road, Lancaster LAI 4UW (30p + 
p&p); SCHOOL FOR SCANDAL, Trevor Mendham, 53 
Towncourt Crescent, Petts Wood, Kent BR5 1PH (5 for £1); 
SEWARS, Chris Baylis, 12 The Fryth, Basildon, Essex (60p); 
SHADOWFIRE, Richard Lee, 226 Graham Rd, Sheffield S10 
3GS; SPAWN OF CHAOS, Mark Pitman, 42 Heath Way, 
Blofield Corner, Norwich, Norfolk NR13 4RS (50p), SUPER¬ 
HERO UK, Simon Burley, 20 Honeswode Close, Handsworth, 
Birmingham 20, SWANSEA WITH ME, Matt Williams, 24 
Moor St, Coventry CV6 6EQ (40p); SWANSEA WITH ME, Alex 
Zbyslaw, 197 Herbert Ave, Poole, Dorset BH12 4HR; TAKE 
THAT YOU FIEND. Kevin Warne, 48 Boscombe Avenue, 
Hornchurch, Essex RM11 1JG (35p); TEMPESTUOUS ORI¬ 
FICE, Patrick Fama, 15 York Close, Morden, Surrey SM4 5HW 
(60p); 20 YEARS ON, Mark Billeness, 20 Winifred Road, 
Coulsdon, Surrey CR3 3JA (40p); VACUOUS GRIMOIRE, 
Richard Roberts, 52 Whalesmead Road, Bishopstoke, East¬ 
leigh, Hants S05 6HL(50p). 


One part of the Readers Revenge Poll that 
is to be conducted in the next issue of 
IMAGINE ™ magazine will concern the 
amateur press. Just how many of our 
readers do subscribe to any of the 
publications listed above? What do they 
think of them, and what value do they 
place on regular coverage of Hobby 
opinion? Don't forget to add your opinion 
— and shape IMAGINE magazine'sfuture. 

53 














There's nothing like a good controversy to 
stir up correspondence. A short while ago 
(issue 17) I dipped a cautious elbow into 
the water — on the topic of experience 
points — to see how far the ripples 
spread, and great was the resulting wave. 
Thanks to all who wrote, and particularly 
to Mark Sands who did a very consider¬ 
able piece of research. 

It's quite clear from your letters that 
there are at least two interpretations of 
this particular issue, but despite Mark's 
research it still isn't entirely clear what 
the rules want us to do. There's a fair case 
to be made against my interpretation, 
though. Incidentally, I should have made 
it clear, and didn't, that I was talking 
about the ADVANCED DUNGEONS & 
DRAGONS® game system, not the Basic 
game. As it happens, the Basic rules are 
quite clear on the subject. On page 12 of 
the DM's book, it's quite clear that a PC 
gets 1 xp for each gp without spending the 
gold, and since the Basic and Advanced 
games, though different, aren't all that 
different, the same must be true in 
Advanced. 

At least this isthe way Markargues, as 
well as others, and they stand a good 
chance of being right (ie, doing what Gary 
intended). But it's not conclusive. The 
games, though based on the same gen¬ 
eral principles, differ quite a lot in detail. 
A glance at the magic-user spells makes 
the point. 

Of course, in the end what counts is 
enjoying the game, not niggling aboutthe 
rules. I suspect my group of friends will 
stick to our interpretation and other 
groups will do likewise. If you get into a 
game with a new DM, however, it's 
probably a good idea to establish at the 
start what method is going to be used. 

One other remark I made in the same 
article has apparently caused someraised 
eyebrows. I said that, since our version of 
the xp/gp business was the stingier of 
the two, it's perhaps not surprising that 
the highest level character develop in our 
group is only 10th (actually, things have 
progressed since then, and there is now a 
12th level MU, newly promoted and 
slightly dazzled by the addition to her spell 
repertoire). What I should have made 
clear is that we all run 'stables' of 
characters and very rarely run the same 
character on two successive adventures. 

Each player in the group has at least a 
dozen characters in his stable, and some 
have considerably more (Dave Tant has 
one for each letter of the alphabet, though 

54 


the probability of Theolonius — predict¬ 
ably a Monk — adventuring again is pretty 
small, afterthedirty trick he played on his 
mates last time). Sometimes we run high- 
level adventures, sometimes low-level, 
and sometimes somewhere in the middle; 
so we all have characters of various 
classes and of various experience levels. 


My own stable includes Arachne (the 
12th level MU); Eccles (actually a female 
after one of Allan Oven's adventures); the 
"oh, I wish I could be a Bard" fighter 
Neddie; Denis and Bessie (both illusion¬ 
ists and both grossly overweight); the 
irritating Lord Chevasse; and, at the 
bottom of the ladder, the beautiful fighter 
Jeanne (the only one with psionic abilit¬ 
ies) and Agnes, who, when she isn't 
adventuring is Min's housekeeper. 

Until recently, Bill Howard's stable 
appeared to consist entirely of characters 
named Ramises (sic); now he has started 
to run some new characters whose 
names are homophones of other people's 
characters. Chaotic Good, our Bill. Allan 
Ovens calls many of his characters after 
RAF bases, for some curious reason, 
while Chris Rick's characters' names are 
anagrams of our names (he has a fighter 
called Nod Bullrunt who, by his behav¬ 
iour, is somewhat sex-mad.... Chris has, 
of course, a very vivid imagination). Dave 
Rumble's characters are mostly girls 
(make of that what you will). Only Dave 
Tant and Patrick Thompson select names 
to suit their view of the character, rather 
than by some system. 

I'm presuming here that most, if not all, 
players develop 'stables' along these 
lines; I haven't come across as group yet 
who play the same characters each time. 


and if I do I'll be interested to know what 
happens to the player whose character 
meets an untimely and fatal end. If the 
rest of the group have characters of 8th- 
10th levels, say, it's going to be a long 
haul getting a new character up to that 
level. The chances are that a new 
character would never catch up. 


Before closing, let me briefly switch to 
another issue, and askyouyouropinions. 
This concerns the paladin, the well- 
known pain-in-the-neck character. Now 
the paladin must be Lawful and Good and 
must behave very much that way. A 
paladin can associate with a character of 
a distinctly different alignment for the 
sake of a mission, but the circumstances 
are quite restrictive. The question is what 
obligation, if any, is there on the paladin 
to try to maintain reasonably lawful/good- 
type behaviour in fellow adventurers? 
What if a paladin catches a thief stealing 
from one of the party — is the paladin 
bound to give the game away? What 
should a paladin do about a fellow- 
adventurer whose personal habits (which 
may be beyond a character's control, say 
because of a cursed item) are distasteful 
to the paladin, even though alignment 
may be OK and the character puts up a 
brave fight when necessary? 

Of all the character classes, the paladin 
seemstobe the one which causesthe DM 
most problems. Though maybe I'm forget¬ 
ting the vastly-popular barbarian... 

Don Turnbull 

Some of the correspondence Don refers 
to about the xp/gp question can be found 
in the Letters section , page 44. 


'5 Kenku leap out.... 


'15 hits — 70 points of 
damage' 

f 
\ * 


....they look at you 
quizzically.... 


....then attack.' (rolls) 



'Of course those were 
genuine rolls!' 


don't subscribe to the 
ignore-the-die-roll theory" 





From the Picture Book Guide To Being A Good DM by Don Turnbull (Ladybird £89.95). 


IMAGINE magazine, N ox-ember 1984 










AM EPIC IN TWELVE CHUNKS 

chunk 1 u Fourth: the day op weasels discretion?. 

—»— -—~~ T *~ - < - 

GRYN THE BIG AND WEASEL THE FAIRLY CLEVER., OM AWAKENING AFTER THE- 
BamGL^TT, ARE PURSUED BY SOMETHING VERY LARGE, SCALY AklD FIERCE:, 
GOITE UNUkE THE DIMINUTIVE CREATURES OF THE SAN\£ SPECIES VJW\CW UVE 
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WHILE HE CANNOT OPEN* THE DOORS, WEASEL SUDDENLY VshSAES VAe y\Ab MOT 
A SkED FOR A H AND_ _ ____ — 




FUELING TOO cautious To explore their. 
SANCTUARY, THE LADS REST 6Y THE DOOR 
For. hale an Hour... 


IMAGINE magazine, N o\>cmber 1954 


55 


























































































































THEY RJUnJ iNTd A 5N\AU. g£dup or 

villagers, omH or Whom vs... 


r M«s hokxw'. hello'. t pear 

WE PRAUK KAORE THAN OUR 

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1-7HE BE ACM - WE WERE 
VtR.Y' ASHAMED OP ouft. 
D&uNkEsJ StAte ! 


/MONSENgr- //V FACT A 
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TWAT WE'RE WAV'N/O 
ANOTHER BANChJET , 
TOMOMTi 


£R- SEE You LATER, morion 
f - MY FRlQs/D ISN'T TeEUI^ 
NEU-, SO t'LL TAKE him FOR 
w A LX. VsorV-T SE LON&J 


BEOAOSC TU\S FvAcE is A MATE op MYSTERY 
A(^d SCLltCrs. | wmt To LEARN "WE SECRETS 
Ar^O UNRAVEL THe VKiTERX -Arvlt> W£ v*OfVT 
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stEl *' To WANT V*i HetiC"... 



IF TWERC ARE: tWERMAvfcS IN 
Cov/e, TURT COULD HAVjE (MYEN 
TUC iWoRp...*UT THEY toULO N 
k HAniE «LETR|£VE\> it -XRog&rt... < > 

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a mermaid, he: falls hopelessly iaI 
LoKE WITH her. And EYtNTVJALLY 
GotS Co kaPUETWLY BARMY? 


.A 

wim 

t/ll/// lifll 


\ WonDCr. WHERE- MouSUA f(ASo«xSHt' 
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fxDfi. M0JIM6 OPF. HEfc MD TUAt SWoiVP, TUAt 






WILL OORYN Go COMPLETELY BARMY, AND IF so, 
WILL Anyone ACTUALLY NOT\CE? NEXT TIME, 
WEASEL HAS «\S CloAW STOLEN), AND AN 
EXPLORATION RESULTS IN AN AWESONNe T*scoJeKY....~ 


56 


IMAGINE rn^odnt, Novem6er 1334 






































































































PLV, »CBuFf ALo 
























72 BIG PAGE! FEATURING 


THE COMPENDIUM COMPETITION 
AND MORE 


THE ABSOLUTE BEGINNERS GUIDE 
TO ASSEMBLING MODELS 


ILLUSTRATION OF THE CITADEL 
RANGE OF MINIATURE FIGURES 

THE PAINT BRUSH AS AN 
OFFENSIVE WEAPON 

PAINTING CITADEL MODELS 


THE SHRINE OF RIGG 

A SPECIAL WARHAMMER 
SCENARIO 


ELDRITCH EPISTLES 

LETTERS FROM THE CITADEL 
MAILBAG 


1 





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